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Arcane Archer as a base class
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<blockquote data-quote="llamatron2000" data-source="post: 3384960" data-attributes="member: 33814"><p>Edited, for power and a bit more customizability. I'm not sure how powerful this is, but it seems balanced enough.</p><p></p><p>The Eldritch Knight</p><p>[CODE]Hit Die: d8.</p><p></p><p>Class Skills</p><p></p><p>The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), </p><p></p><p>Survival (Wis), and Use Rope (Dex).</p><p></p><p>Skill Points at 1st Level: (4 + Int modifier) x 4.</p><p>Skill Points at Each Level: 4 + Int modifier.</p><p></p><p>lv BAB f/r/w class stuff spells/day spells known</p><p> 0/1/2/3/4/5/6 0/1/2/3/4/5/6</p><p>1: 0 2/2/0 imbue arrow 2 4</p><p>2: 1 3/3/0 - 3/0 5/2</p><p>3: 2 3/3/1 enhance +1 3/1 6/3</p><p>4: 3 4/4/1 - 3/2/0 6/3/2</p><p>5: 3 4/4/1 class ability 3/3/1 6/4/3</p><p>6: 4 5/5/2 enhance +2 3/3/2 6/4/3</p><p>7: 5 5/5/2 - 3/3/2/0 6/4/4/2</p><p>8: 6/1 6/6/2 class ability 3/3/3/1 6/4/4/3</p><p>9: 6/1 6/6/3 enhance +3 3/3/3/2 6/4/4/3</p><p>10 7/2 7/7/3 - 3/3/3/2/0 6/4/4/4/2</p><p>11 8/3 7/7/3 class ability 3/3/3/3/1 6/4/4/4/3</p><p>12 9/4 8/8/4 enhance +4 3/3/3/3/2 6/4/4/4/3</p><p>13 9/4 8/8/4 - 3/3/3/3/2/0 6/4/4/4/4/2</p><p>14 10/5 9/9/4 class ability 3/3/3/3/3/1 6/4/4/4/4/3</p><p>15 11/6/1 9/9/5 enhance +5 4/4/3/3/3/2 6/4/4/4/4/3</p><p>16 12/7/2 10/10/5 - 4/4/4/3/3/2/0 6/5/4/4/4/4/2</p><p>17 12/7/2 10/10/5 class ability 4/4/4/4/3/3/1 6/5/5/4/4/4/3</p><p>18 13/8/3 11/11/6 class ability 4/4/4/4/4/3/2 6/5/5/5/4/4/3</p><p>19 14/9/4 11/11/6 - 4/4/4/4/4/4/3 6/5/5/5/5/4/4</p><p>20 15/10/5 12/12/6 mighty enhance 4/4/4/4/4/4/4 6/5/5/5/5/5/4</p><p>[/CODE]</p><p></p><p>spontaneous charisma caster, like sorceror. Casts from sorceror list.</p><p></p><p>Imbue Arrow(sp) - At 1st level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.</p><p></p><p>Enhance Arrow (Su) - At 3rd level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every three levels past third, and ending at 15th, the magic arrows she creates gain greater potency</p><p></p><p>CLASS ABILITY - An Arcane Archer gets to choose what class abilities they gain. Abilities may only be taken once. Instead of taking an ability, an Arcane </p><p></p><p>Archer may take a feat instead.</p><p></p><p> Call ammo(sp) - An Arcane Archer may sacrifice a spell slot to gain a number of arrows equal to the spell's level. These arrows disappear an hour after creation, but are otherwise perfectly normal arrows.</p><p></p><p> Call bow(sp) - An Arcane Archer may sacrifice a spell slot to create a bow in your hands. This is a longbow or shortbow of unspecified design. It disappears after a number of minutes equal to 10 x the spell level sacrificed.</p><p></p><p> Hail of Arrows(Sp) - An Arcane Archer may sacrifice a spell slot to fire an arrow at each and every target within range, to a maximum of one target per spell level sacrificed. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.</p><p></p><p> Seeker Arrow(Sp) - An Arcane Archer may sacrifice a spell slot to have a number of arrows equal to the level of the spell sacrificed seek out an enemy known to her within range. The arrows will travel to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a swift action, and the arrows must be fired in the same round.</p><p></p><p> Phase Arrow(Sp) - An Arcane Archer may sacrifice a spell to have a number of arrows equal to the level of the spell sacrificed travel to a target known to her in a straight path, passing through any nonmagical barrier or wall in its way(Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise, the attack is rolled normally. Using this ability is a swift action, and the arrows must be fired in the same round.</p><p></p><p> Arrow of Death(Sp) - An Arcane Archer may sacrifice a spell slot to enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a save equal to 10+charisma modifier+spell level. It takes one day to make an arrow of death, and the arrow only functions for the archer that created it. You do not regain the spell slot until the arrow has been expended.</p><p></p><p> Feat - You may take a feat instead of a class ability.</p><p></p><p>Mighty Enhance - This functions as imbue Arrow, except that you choose an enchantment to place upon your arrows in addition to your other enhancement bonuses.The options are: Bane, Distance, Flaming, Frost, Merciful, Shock, or Thundering. This does not change once chosen.</p></blockquote><p></p>
[QUOTE="llamatron2000, post: 3384960, member: 33814"] Edited, for power and a bit more customizability. I'm not sure how powerful this is, but it seems balanced enough. The Eldritch Knight [CODE]Hit Die: d8. Class Skills The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Level: 4 + Int modifier. lv BAB f/r/w class stuff spells/day spells known 0/1/2/3/4/5/6 0/1/2/3/4/5/6 1: 0 2/2/0 imbue arrow 2 4 2: 1 3/3/0 - 3/0 5/2 3: 2 3/3/1 enhance +1 3/1 6/3 4: 3 4/4/1 - 3/2/0 6/3/2 5: 3 4/4/1 class ability 3/3/1 6/4/3 6: 4 5/5/2 enhance +2 3/3/2 6/4/3 7: 5 5/5/2 - 3/3/2/0 6/4/4/2 8: 6/1 6/6/2 class ability 3/3/3/1 6/4/4/3 9: 6/1 6/6/3 enhance +3 3/3/3/2 6/4/4/3 10 7/2 7/7/3 - 3/3/3/2/0 6/4/4/4/2 11 8/3 7/7/3 class ability 3/3/3/3/1 6/4/4/4/3 12 9/4 8/8/4 enhance +4 3/3/3/3/2 6/4/4/4/3 13 9/4 8/8/4 - 3/3/3/3/2/0 6/4/4/4/4/2 14 10/5 9/9/4 class ability 3/3/3/3/3/1 6/4/4/4/4/3 15 11/6/1 9/9/5 enhance +5 4/4/3/3/3/2 6/4/4/4/4/3 16 12/7/2 10/10/5 - 4/4/4/3/3/2/0 6/5/4/4/4/4/2 17 12/7/2 10/10/5 class ability 4/4/4/4/3/3/1 6/5/5/4/4/4/3 18 13/8/3 11/11/6 class ability 4/4/4/4/4/3/2 6/5/5/5/4/4/3 19 14/9/4 11/11/6 - 4/4/4/4/4/4/3 6/5/5/5/5/4/4 20 15/10/5 12/12/6 mighty enhance 4/4/4/4/4/4/4 6/5/5/5/5/5/4 [/CODE] spontaneous charisma caster, like sorceror. Casts from sorceror list. Imbue Arrow(sp) - At 1st level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. Enhance Arrow (Su) - At 3rd level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every three levels past third, and ending at 15th, the magic arrows she creates gain greater potency CLASS ABILITY - An Arcane Archer gets to choose what class abilities they gain. Abilities may only be taken once. Instead of taking an ability, an Arcane Archer may take a feat instead. Call ammo(sp) - An Arcane Archer may sacrifice a spell slot to gain a number of arrows equal to the spell's level. These arrows disappear an hour after creation, but are otherwise perfectly normal arrows. Call bow(sp) - An Arcane Archer may sacrifice a spell slot to create a bow in your hands. This is a longbow or shortbow of unspecified design. It disappears after a number of minutes equal to 10 x the spell level sacrificed. Hail of Arrows(Sp) - An Arcane Archer may sacrifice a spell slot to fire an arrow at each and every target within range, to a maximum of one target per spell level sacrificed. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. Seeker Arrow(Sp) - An Arcane Archer may sacrifice a spell slot to have a number of arrows equal to the level of the spell sacrificed seek out an enemy known to her within range. The arrows will travel to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a swift action, and the arrows must be fired in the same round. Phase Arrow(Sp) - An Arcane Archer may sacrifice a spell to have a number of arrows equal to the level of the spell sacrificed travel to a target known to her in a straight path, passing through any nonmagical barrier or wall in its way(Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise, the attack is rolled normally. Using this ability is a swift action, and the arrows must be fired in the same round. Arrow of Death(Sp) - An Arcane Archer may sacrifice a spell slot to enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a save equal to 10+charisma modifier+spell level. It takes one day to make an arrow of death, and the arrow only functions for the archer that created it. You do not regain the spell slot until the arrow has been expended. Feat - You may take a feat instead of a class ability. Mighty Enhance - This functions as imbue Arrow, except that you choose an enchantment to place upon your arrows in addition to your other enhancement bonuses.The options are: Bane, Distance, Flaming, Frost, Merciful, Shock, or Thundering. This does not change once chosen. [/QUOTE]
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