Arcane Archer and Phase Arrow...

You keep saying that if my interpretation were right, the description would be more complicated. In a perfect world you might be correct about that, but the designers are only human. They don't necessarily consider all implications of every bit of text before they write it down; they may not have realized that this bit was vague.

I think that if your interpretation were right, the description wouldn't state that the target must be "known" to the archer, because that would be irrelevant and redundant. However, that's not proof. It's easy to second-guess the actual words based on what the designers "should have" or "would have" said, but that's entirely subjective, and can be used equally well on all sides of an argument.
 

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From SRD:

Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)

Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)


Seeker arrows negate all cover and concealment, EXCEPT full cover or, IMO, full concealment, which would count as an unavoidable obstacle.

Phase arrows avoids ALL cover and concealment, so long as "the target is known". This means that if someone is hiding behind a tree or a tower shield, they can still be targeted because they are known, as in you can reasonably assume where they are. If some one activates a ring of Invisibility while on a rope, one can assume where on the rope they are, as you can only go up or down.

These powers do not allow arrows to turn corners, hence the statement that the arrow travels in a STRAIGHT line, and it has nothing to do with aqauintance with the target. It is a way to get past the haze of a Fog spell, and other inconvienences that could turn your sucessful attack roll to dust with the percentile dice. You have to know of the target's general wherabouts, but don't have to worry about the 50% miss for being invisible, or that +5 plate armor.
 
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AuraSeer said: **It's easy to second-guess the actual words based on what the designers "should have" or "would have" said, but that's entirely subjective, and can be used equally well on all sides of an argument.**

Well said.

One thing that is of interest.

For Seeker Arrow the DMG states:
"This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally."

For Phase Arrow it states:
"This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

I beleive that it is here that it states the actual game mechanics of these two powers. The other text is simply a description on how those game mechanics are achieved, or the "what you see" description. Otherwise it would state other abilities and it would have gone into further detail.

Anyway guys, what's the vote overall? More then likely we'll go with what's decided here, so the answer is important.
 


Jondor:

Since the description of the Seeker Arrow says, "and the arrow travels to the target, even around corners." I'm going to have to assume that it can turn while in flight.

As for Phase arrow, I'm going to assume that it doesn't turn corners.

--Complicating Spikey
 


I think a few of you don't know how deadly one arrow can be.

My AA has improved Crit with his bow +3 w/ +3 arrows and now phase arrow. With all my bonuses to hit and damage (built to strength +4) I do minimum damage of 11. Within 30 ft and a 10% chance of a critical my character can do (1d8+14)*3. Thats 66 points of damage. And I still probably have 4 shots left. One phase arrow out of my range could possibly do upto 54 points of damage. Lucky? more like typical. Quoting from Matrix, "Dodge This".

Now a measly 11 points won't kill that orc or that king it certainly will make him paranoid (even better).

But I'd rather save my phase arrows for that silly knight in all his shiny armor.
 

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