Arcane Archer and Bladesinger

Falling Icicle

Adventurer
Arcane Archer

While Elves do not share the same devotion to arcane magic as their Eladrin brethren, there was a time when they did. Arcane Archery is a relic of that time, combining arcane magic with the unrivaled archery techniques of the Elves. Arcane Archers learn to cast spells through their bows, as well as special temporary enchantments that they can place on their arrows.

Elves are the most common Arcane Archers, though some among the Eladrin and Drow practice this art. It is extremely rare for members of other races to be initiated into this path. Only the most honored and trusted friend of the Elven or Eladrin community would be bestowed such an honor.

Prerequisites: Wizard class, must be proficient with longbows or shortbows.

Arcane Archery (11th level): You can use a longbow or shortbow as an implement with your wizard spells, if you are proficient with it. You do not gain the proficiency bonus on attack rolls when using the bow as an implement.

Arcane Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to all attack rolls you make until the end of your turn.

Imbue Arrow (16th level): You can place an area burst wizard attack spell upon an arrow. The arrow disintegrates from the magical energy of the spell in flight and does no damage (the spell deals damage normally). This technique allows you to use the range of the bow instead of the normal range of the spell. For example, if you shoot a scorching burst from a longbow, it would still be area burst 1, but the center of the effect could be up to 40 squares away, rather than 10.

Seeker Arrow – Arcane Archer Attack 11
You enchant an arrow to fly on its own and seek out your target.
Encounter * Arcane, Weapon
Standard Action – Ranged
weapon
Requirement: You must be wielding a longbow or shortbow.
Target: One creature
Attack: Dexterity vs. AC
Special: Your shot ignores cover and concealment, and you do not need line of sight or effect to your target. As long as some path exists within range to your target, the arrow will find it, even turning around corners. While you do not need to be able to see your target, if you do not designate a target when shooting, the arrow will hit the closest enemy within range.
Hit: 3[W] + Dexterity modifier damage.

Phase Arrow – Arcane Archer Utility 12
You enchant an arrow to pass through solid matter.
Encounter * Arcane
Free Action – Personal

Requirement: You must be wielding a longbow or shortbow.
Effect: You enchant an arrow as you shoot it to become insubstantial. A phase arrow can hit insubstantial creatures for full damage. Since a phase arrow passes through solid matter, it ignores armor. An attack made with a phase arrow against AC targets Reflex instead.

Additionally, a phase arrow can pass through solid barriers (other than barriers effective against insubstantial creatures), allowing you to ignore cover and fire upon targets that are behind walls or other obstructions. You must be able to see your target or know which square it occupies, however, unless you use a power such as Seeker Arrow.

If you use Phase Arrow to enhance a power that makes multiple attacks, or hits multiple targets, all of the arrows fired as part of that attack gain the benefit of this power.

Hail of Arrows – Arcane Archer Attack 20
You enchant an arrow to magically duplicate itself in flight.
Daily * Arcane, Weapon
Standard Action – Ranged
weapon
Requirement: You must be wielding a longbow or shortbow.
Target: One to five creatures
Attack: Dexterity vs. AC, make five attacks, all against a single creature or divided among multiple targets.
Hit: 1[W] + Dexterity modifier damage per attack

Bladesinger

A Bladesinger practices an ancient Eladrin fighting style that blends swordsmanship with arcane magic. Often mistaken for a ceremonial dance, the bladesong is as beautiful as it is deadly. But more than exquisite swordsmanship, it is also a special method for casting spells. Bladesingers learn intricate techniques for blending the normal verbal and somatic components of spells into the movements of their fighting style. Not only does this make them formidable frontline fighters, unlike most wizards, it also allows them to surprise their opponents by casting devastating spells at the same time they execute their deadly fighting techniques.

The Bladesinger’s art is revered among the Eladrin, not only because it blends two of their greatest loves – magic and swordsmanship, but also because they believe it is the fighting style used by Corellon himself. Some Elves and Drow also know the secrets of the bladesong, passed down from the time when the three races lived together in the Feywild. While other races are capable of learning it, the Eladrin and Elves would only share it with a most trusted ally of their people.

Prerequisites: Wizard class, must be proficient with longswords.

Bladesong Style (11th level): You can use a longsword as an implement with your wizard spells. You do not gain the proficiency bonus on attack rolls when using the sword as an implement. Additionally, you gain a +1 bonus to AC and Reflex defense as long as you are wielding a longsword in one hand and nothing in the other.

Bladesong Action (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls, AC and Reflex defense until the start of your next turn.

Song of Alacrity (16th level): While using the Spellsong stance (below), you can cast wizard at-will attack spells you know as opportunity attacks against adjacent targets. Doing so is an immediate interrupt and counts as your opportunity attack against that opponent for the turn.

Song of Celerity – Bladesinger Attack 11
You have mastered the song of celerity, a special technique that allows you to cast a spell while attacking with your sword.
Encounter * Arcane, Implement, Weapon
Standard Action – Melee
weapon
Requirement: You must be wielding a longsword in one hand and nothing in the other.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Secondary Attack: You cast a wizard attack spell that you have available.

Spellsong – Bladesinger Utility 12
You blend your spells seamlessly into your fighting style, allowing you to cast spells on the defensive while maintaining concentration.
Encounter * Arcane, Stance
Minor Action – Personal

Requirement: You must be wielding a longsword in one hand and nothing in the other.
Effect: While you remain in this stance, your spells do not provoke opportunity attacks.

Song of Fury – Bladesinger Attack 20
You sing the song of fury, an ancient battle hymn of the Eladrin, and the motions of your sword dance accelerate into a blur as you unleash all the fury of the fey realms.
Daily * Arcane, Weapon
Standard Action – Melee
weapon
Requirement: You must be wielding a longsword in one hand and nothing in the other.
Target: One to five creatures
Attack: Dexterity vs. AC, make five attacks, all against a single target or divided among multiple targets.
Hit: 1[W] + Dexterity modifier damage per attack.
 
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Nice concepts! I especially like the idea of using the bow as a focus... very smooth.

A few things, which may be personal preferences or points of oppinion:

I would see the bladesinger as being even more of a warrior-type, requiring years of dedicated training. I'd even consider requiring the player to have both the fighter and wizards classes (through multiclass).

I think that this would add some more deapth and uniqueness to the parragon path, especially seeing as the wizard already has a blade-based eladrin path (keeper of the spiral tower).

The paragon path may need to go through some rules-based tweaking in order to make this viable and take advantage of the synergies present (a mechanic based on marking might be interesting, although you'd probably have to make it 'a single target marked' in order to prevent abuse of area atacks).

Song of Alacrity (16th level): While using the Spellsong stance (below), you can cast wizard attack spells you have available as opportunity attacks. Doing so is an immediate interrupt and counts as your opportunity attack against that opponent for the turn.

This could potenitally be a little to powerful. Oportunity atacks are basic atacks for a reason (but it may be ballanced - I don't know the maths behind it.)

Interestingly, When I first read 'Song of Alacrity', I thought that it said 'you can cast wizard spells without provoking opportunity attacks'. Which would be an interesting concept (although the wording would have to be 'you can use ranged and area powers without provoking an opportunity atack'.

If you did this, you may have to include an 'if the target is adjacent to you' clause would have to be included in order to make sure it was used in a combat-type way. Even then, you may have to restrict it to being just ranged powers... anyways, rules-based tangent over :) )

All-in all, a pair of well-designed Paragon paths.
 

I definitely like the Arcane Archer. I will note that paragon paths tend to use the required class' prime stat for attacks, which would make the associated powers key off of Int rather than Dex. Seeking Arrow should probably still be limited by the range of the bow to avoid silliness.
 

I love these classes (I've had a fondness for bladesingers since my second character I rolled--which used the bladesinger kit waaaay back in 2nd).

I may not know the new rules well enough yet, but what's the benefit of using a bow as an implement (besides looking cool, I'm imagining shooting magic missiles and fireballs as glowing arrows from your bow). It is just so that you don't have to switch weapons?

I can see the benefit of imbue arrow since you get the bow's better range, but what's the point of switching from wand to bow at a -2 to attack?
--
 

There are a couple things that need to be clarified about Phase Arrow:

- Does the attack ignore cover? It seems from the flavor text and description that it should, but that is not explicitly stated, and probably should be.
- What happens if the attacker attacks someone he cannot see (due to solid barriers blocking cover)? It seems like the opponent should get the benefit of Total Concealment, because the attacker cannot see the target to aim at him.
- My understanding is that you use Phase Arrow with another power. Can you use this with any ranged weapon power? What about powers that involve firing more than one arrow, like Twin Strike? How do you know from looking at a power whether it involves firing more than one arrow? (For example, what about your own Hail of Arrows)?
 

Nice concepts! I especially like the idea of using the bow as a focus... very smooth.

A few things, which may be personal preferences or points of oppinion:

I would see the bladesinger as being even more of a warrior-type, requiring years of dedicated training. I'd even consider requiring the player to have both the fighter and wizards classes (through multiclass).

I think that this would add some more deapth and uniqueness to the parragon path, especially seeing as the wizard already has a blade-based eladrin path (keeper of the spiral tower).

The paragon path may need to go through some rules-based tweaking in order to make this viable and take advantage of the synergies present (a mechanic based on marking might be interesting, although you'd probably have to make it 'a single target marked' in order to prevent abuse of area atacks).

Thanks for the compliments and feedback. As for your suggestion, I don't want to restrict the class to only Fighter/Wizards. Other classes, such as the Swordmage, should be able to get it as well, IMO.

This could potenitally be a little to powerful. Oportunity atacks are basic atacks for a reason (but it may be ballanced - I don't know the maths behind it.)

Interestingly, When I first read 'Song of Alacrity', I thought that it said 'you can cast wizard spells without provoking opportunity attacks'. Which would be an interesting concept (although the wording would have to be 'you can use ranged and area powers without provoking an opportunity atack'.

If you did this, you may have to include an 'if the target is adjacent to you' clause would have to be included in order to make sure it was used in a combat-type way. Even then, you may have to restrict it to being just ranged powers... anyways, rules-based tangent over :) )

All-in all, a pair of well-designed Paragon paths.

Thanks. You're right about the opportunity attacks. I will change it to be restricted to at-will attack spells, which should make it more balanced with normal opportunity attacks.

I definitely like the Arcane Archer. I will note that paragon paths tend to use the required class' prime stat for attacks, which would make the associated powers key off of Int rather than Dex. Seeking Arrow should probably still be limited by the range of the bow to avoid silliness.

I used Dexterity for the attack rolls because using Intelligence to shoot a bow just seemed very odd to me. And both Eladrin and Elves have a good Dex, so it shouldn't be much of a problem for them to excel at it. I also think it helps balance some of the very powerful abilities they get. That said, I'm not set on it, and would like to hear some more opinions on the matter.

As for Seeking Arrow, it is limited by the bow's range since it has the weapon keyword and "Ranged weapon" entries.

I love these classes (I've had a fondness for bladesingers since my second character I rolled--which used the bladesinger kit waaaay back in 2nd).

I may not know the new rules well enough yet, but what's the benefit of using a bow as an implement (besides looking cool, I'm imagining shooting magic missiles and fireballs as glowing arrows from your bow). It is just so that you don't have to switch weapons?

I can see the benefit of imbue arrow since you get the bow's better range, but what's the point of switching from wand to bow at a -2 to attack?
--

Thanks. I'm glad you like them. :)

The benefits to being able to use a bow as an implement are that you don't have to switch from a bow to a wand/staff/orb, as you noted, and also that you can use the bow's enhancment bonus to attack and damage with your spells, which means you don't even need to buy a wand/staff/orb, saving you alot of money.

As for Imbue Arrow, are you referring to the range penalty? In that case, the penalty is well worth it, since you can hit targets with your spells at 2 to 4 times the normal range limit of the spell. If you don't want to suffer that penalty, move within 20 squares of the target before shooting. ;)

There are a couple things that need to be clarified about Phase Arrow:

- Does the attack ignore cover? It seems from the flavor text and description that it should, but that is not explicitly stated, and probably should be.
- What happens if the attacker attacks someone he cannot see (due to solid barriers blocking cover)? It seems like the opponent should get the benefit of Total Concealment, because the attacker cannot see the target to aim at him.
- My understanding is that you use Phase Arrow with another power. Can you use this with any ranged weapon power? What about powers that involve firing more than one arrow, like Twin Strike? How do you know from looking at a power whether it involves firing more than one arrow? (For example, what about your own Hail of Arrows)?

Very good questions. I will modify the power to adress them.
 
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I used Dexterity for the attack rolls because using Intelligence to shoot a bow just seemed very odd to me.
Me too, but the swordmage uses Int to make melee attacks, and Cha-based paladins use Cha for the same. There doesn't seem to be any in-game reason for it, it's just for balance purposes I suppose, since attacks that don't use your prime stat are unlikely to hit.
 

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