Hope i'm not posting in the wrong place. If I am please point me in the right direction.
I'm a DM working on a new prestige class for a campaign setting I'm working on. It is a cousin to the Arcane Archer. I just want it to be known that I'm not trying to replace the Arcane Archer ( I actually Like the class ) I just had some ideas that i wanted to try out.
I call it the Eldritch Archer <sarcasm>Most Original Name Ever</sarcasm>. Please pound away at it and help me get it balanced.
Oh and I know I haven't listed class skills or skill points per level. Still working on that and waaaaay open to suggestions.
EDIT: Just posting an updated version.
Energize Bow 1[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]2[/TD][TD="align: center"]+2[/TD][TD="align: center"]+0[/TD][TD="align: center"]+3[/TD][TD="align: center"]+0[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]3[/TD][TD="align: center"]+3[/TD][TD="align: center"]+1[/TD][TD="align: center"]+3[/TD][TD="align: center"]+1[/TD][TD="align: center"]Bow Touch 30 ft[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]4[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]5[/TD][TD="align: center"]+5[/TD][TD="align: center"]+1[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]Energize Bow 2[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]6[/TD][TD="align: center"]+6[/TD][TD="align: center"]+2[/TD][TD="align: center"]+5[/TD][TD="align: center"]+2[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]7[/TD][TD="align: center"]+7[/TD][TD="align: center"]+2[/TD][TD="align: center"]+5[/TD][TD="align: center"]+2[/TD][TD="align: center"]Bow Touch 60 ft[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]8[/TD][TD="align: center"]+8[/TD][TD="align: center"]+2[/TD][TD="align: center"]+6[/TD][TD="align: center"]+2[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]9[/TD][TD="align: center"]+9[/TD][TD="align: center"]+3[/TD][TD="align: center"]+6[/TD][TD="align: center"]+3[/TD][TD="align: center"]Energize Bow 3[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]10[/TD][TD="align: center"]+10[/TD][TD="align: center"]+3[/TD][TD="align: center"]+7[/TD][TD="align: center"]+3[/TD][TD="align: center"]Force Arrow[/TD][TD="align: center"]+1 existing class[/TD][/TR][/TABLE]
Entry Requirements
Race: Elf or Half-Elf
Base Attack: +3
Feats: Weapon Focus in any bow excluding crossbows.
Spell Casting Ability: Ability to cast 2nd level arcane spells.
[h=1]Class Features[/h]
Hit Die : d6
Weapon and Armor: The eldritch archer gains no new weapon or armor proficiencies.
Spellcasting: At each even numbered level you gain new spells per day and increase in caster level (and spells known if applicable) as if you had also gained a level in the arcane spellcasting class to which you belonged before adding this prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming and eldritch archer, you must decide which class to add each level to for the purpose of determining spells per day, caster level, and spells known.
Craft Magic Bow: This feat functions exactly like Craft Magic Weapon except that it only allows the creation of magical bows (excluding crossbows) and arrows.
Energize Bow (Su): The eldritch archer has discovered new ways to use his magical prowess to enhance his archery. He may cast any spell he knows that has an energy type into his bow to enhance his damage. This takes the same action as casting the chosen spell. The eldritch archers attacks gain 1d6 + the level of the spell cast damage of the same energy type as the spell used. This lasts for a number of rounds equal to the spell level used + relevant casting stat modifier. This bonus damage stacks with any other bonus damage the bow may already be enchanted with, however the eldritch archer may only have one type of energy charged into his bow at a time. If he casts another spell to energize his bow before the duration of the last effect has ended any remaining time left on the previous effect is ended, and the new effect begins. At 5th level, the damage bonus increases to 1d8 + the level of the spell cast. At 9th Level, this increases to 1d10 + the level of the spell cast.
Bow Touch (Su): The eldritch archer has become so adept at mixing his spellcasting and archery abilities that he can now use his bow to deliver a touch attack spell. As a standard action, can cast any melee touch attack spell he knows through his weapon. He makes a ranged touch attack against any target within 30 feet. The magic consumes the arrow used to hold the spell so no weapon damage is applied. The target is allowed any saving throw or spell resistance that the chosen spell would normally allow. At 7th level the range that the eldritch archer may make this attack to 60 ft.
Force Arrow (Su): As a free action, you can create an arrow composed of force. If your base attack bonus is high enough to grant multiple attacks, or a feat or spell grants extra attacks, you can create multiple arrows as part of an attack. You must have one hand free to create a force arrow.
The arrow is identical in all other ways (except damage type) to an arrow fired from the weapon you are currently attacking with. The only difference between a force arow and a normal arrow is damage type. A force arrow deals force damage instead of piercing damage. All othe damage types that might be applied to a shot fired with a force arrow are treated normally. Wether a force arrow hits or missed, it dirripates 1 round after being shot.
Even in places where magic effects do not normally function (such as within an anti-magic field), you can attempt to us force arrow by making a DC 20 Will save. On a successful save, you can freely produce force arrows for a number of rounds equal to your class level before needing to check again. On an unsuccessful attampt, you must wait 1 round before trying again while you remain withing the magic-negating effect.
I'm a DM working on a new prestige class for a campaign setting I'm working on. It is a cousin to the Arcane Archer. I just want it to be known that I'm not trying to replace the Arcane Archer ( I actually Like the class ) I just had some ideas that i wanted to try out.
I call it the Eldritch Archer <sarcasm>Most Original Name Ever</sarcasm>. Please pound away at it and help me get it balanced.
Oh and I know I haven't listed class skills or skill points per level. Still working on that and waaaaay open to suggestions.
EDIT: Just posting an updated version.
Eldritch Archer
[TABLE="width: 500, align: center"][TR][TD="align: center"]Level[/TD][TD="align: center"]Base Attack[/TD][TD="align: center"]Fortitude[/TD][TD="align: center"]Reflex[/TD][TD="align: center"]Will[/TD][TD="align: center"]Special[/TD][TD="align: center"]Spell Casting[/TD][/TR][TR][TD="align: center"]1[/TD][TD="align: center"]+1[/TD][TD="align: center"]+0[/TD][TD="align: center"]+2[/TD][TD="align: center"]+0[/TD][TD="align: center"]Craft Magic Bow
Energize Bow 1[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]2[/TD][TD="align: center"]+2[/TD][TD="align: center"]+0[/TD][TD="align: center"]+3[/TD][TD="align: center"]+0[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]3[/TD][TD="align: center"]+3[/TD][TD="align: center"]+1[/TD][TD="align: center"]+3[/TD][TD="align: center"]+1[/TD][TD="align: center"]Bow Touch 30 ft[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]4[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]5[/TD][TD="align: center"]+5[/TD][TD="align: center"]+1[/TD][TD="align: center"]+4[/TD][TD="align: center"]+1[/TD][TD="align: center"]Energize Bow 2[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]6[/TD][TD="align: center"]+6[/TD][TD="align: center"]+2[/TD][TD="align: center"]+5[/TD][TD="align: center"]+2[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]7[/TD][TD="align: center"]+7[/TD][TD="align: center"]+2[/TD][TD="align: center"]+5[/TD][TD="align: center"]+2[/TD][TD="align: center"]Bow Touch 60 ft[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]8[/TD][TD="align: center"]+8[/TD][TD="align: center"]+2[/TD][TD="align: center"]+6[/TD][TD="align: center"]+2[/TD][TD="align: center"]
[/TD][TD="align: center"]+1 existing class[/TD][/TR][TR][TD="align: center"]9[/TD][TD="align: center"]+9[/TD][TD="align: center"]+3[/TD][TD="align: center"]+6[/TD][TD="align: center"]+3[/TD][TD="align: center"]Energize Bow 3[/TD][TD="align: center"]
[/TD][/TR][TR][TD="align: center"]10[/TD][TD="align: center"]+10[/TD][TD="align: center"]+3[/TD][TD="align: center"]+7[/TD][TD="align: center"]+3[/TD][TD="align: center"]Force Arrow[/TD][TD="align: center"]+1 existing class[/TD][/TR][/TABLE]
Entry Requirements
Race: Elf or Half-Elf
Base Attack: +3
Feats: Weapon Focus in any bow excluding crossbows.
Spell Casting Ability: Ability to cast 2nd level arcane spells.
[h=1]Class Features[/h]
Hit Die : d6
Weapon and Armor: The eldritch archer gains no new weapon or armor proficiencies.
Spellcasting: At each even numbered level you gain new spells per day and increase in caster level (and spells known if applicable) as if you had also gained a level in the arcane spellcasting class to which you belonged before adding this prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming and eldritch archer, you must decide which class to add each level to for the purpose of determining spells per day, caster level, and spells known.
Craft Magic Bow: This feat functions exactly like Craft Magic Weapon except that it only allows the creation of magical bows (excluding crossbows) and arrows.
Energize Bow (Su): The eldritch archer has discovered new ways to use his magical prowess to enhance his archery. He may cast any spell he knows that has an energy type into his bow to enhance his damage. This takes the same action as casting the chosen spell. The eldritch archers attacks gain 1d6 + the level of the spell cast damage of the same energy type as the spell used. This lasts for a number of rounds equal to the spell level used + relevant casting stat modifier. This bonus damage stacks with any other bonus damage the bow may already be enchanted with, however the eldritch archer may only have one type of energy charged into his bow at a time. If he casts another spell to energize his bow before the duration of the last effect has ended any remaining time left on the previous effect is ended, and the new effect begins. At 5th level, the damage bonus increases to 1d8 + the level of the spell cast. At 9th Level, this increases to 1d10 + the level of the spell cast.
Bow Touch (Su): The eldritch archer has become so adept at mixing his spellcasting and archery abilities that he can now use his bow to deliver a touch attack spell. As a standard action, can cast any melee touch attack spell he knows through his weapon. He makes a ranged touch attack against any target within 30 feet. The magic consumes the arrow used to hold the spell so no weapon damage is applied. The target is allowed any saving throw or spell resistance that the chosen spell would normally allow. At 7th level the range that the eldritch archer may make this attack to 60 ft.
Force Arrow (Su): As a free action, you can create an arrow composed of force. If your base attack bonus is high enough to grant multiple attacks, or a feat or spell grants extra attacks, you can create multiple arrows as part of an attack. You must have one hand free to create a force arrow.
The arrow is identical in all other ways (except damage type) to an arrow fired from the weapon you are currently attacking with. The only difference between a force arow and a normal arrow is damage type. A force arrow deals force damage instead of piercing damage. All othe damage types that might be applied to a shot fired with a force arrow are treated normally. Wether a force arrow hits or missed, it dirripates 1 round after being shot.
Even in places where magic effects do not normally function (such as within an anti-magic field), you can attempt to us force arrow by making a DC 20 Will save. On a successful save, you can freely produce force arrows for a number of rounds equal to your class level before needing to check again. On an unsuccessful attampt, you must wait 1 round before trying again while you remain withing the magic-negating effect.
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