Herzog
Adventurer
Inspired by the uselessness of the 3.5 version, by a beginning player wanting to play one in the group I DM for, as well as the version of Nifft I found on these boards.
I wanted to stay more within the original set of abilities however, so I came up with this one.
I realise it may be a bit on the powerful side, which is why I'm posting it here first. Please critique.
I wanted to stay more within the original set of abilities however, so I came up with this one.
I realise it may be a bit on the powerful side, which is why I'm posting it here first. Please critique.
Alternate Arcane Archer
Requirements:
Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.
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). See
Chapter 4 of the Player ’s Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d8.
Rule Clarification:Code:Level BAB Fort Ref Will Special 1st +1 +2 +2 +0 Enhance arrow +1, Create Arrow 2nd +2 +3 +3 +0 Imbue arrow, Caster Level +1 3rd +3 +3 +3 +1 Enhance arrow +2, Weapon Augmentation I 4th +4 +4 +4 +1 Seeker arrow, Caster Level +1 5th +5 +4 +4 +1 Enhance arrow +3, Weapon Augmentation II 6th +6 +5 +5 +2 Phase arrow, Caster Level +1 7th +7 +5 +5 +2 Enhance arrow +4, Weapon Augmentation III 8th +8 +6 +6 +2 Hail of arrows, Caster Level +1 9th +9 +6 +6 +3 Enhance arrow +5, Weapon Augmentation IV 10th +10 +7 +7 +3 Enhance magical arrows, Caster Level +1
The Enhance arrow, weapon augmentation and imbue arrow abilities only work on nonmagical arrows.
Magical arrows are not affected.
Instead, the Arcane Archer is advised to invest in special material arrows, to overcome DR/silver, DR/cold iron, etc.
If you are using a magical bow, bonusses don't stack, and opposing abilities cancel eachother out.
Create Arrow:
You can create arrows as a free action. You need to immediately fire the arrow, or it will disappear.
You can create any number of normal arrows per day, and one arrow of a special material (silvered, adamantium, cold iron, etc.) per two Arcane Archer level. You need to specifiy the material when you use this ability, and you can only create and fire one such special arrow per round.
Imbue arrow:
At 2nd 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.
It can also be used to deliver touch or ranged touch spells. The arrow must hit normally (instead of touch AC) to affect the target (basically trading in to hit to gain range).
Each fired arrow takes up a charge of the touch spell, even if it misses.
Caster Level +1:
Your caster level increases by 1. You do not get additional spells known or spells per day, but all effects dependent on caster level benefit from the increase. If you have multiple casting classes, you must choose which caster level to increase.
Seeker arrow:
At 4th level, an arcane archer can launch an arrow once per day per two Arcane Archer levels, at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. For example, if the target is within a windowless chamber with the door closed, the arrow cannot enter. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Phase arrow:
At 6th level, an arcane archer can launch an arrow once per day per two Arcane Archer levels, 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. Using this ability is a standard action (and shooting the arrow is part of the action).
Hail of arrows:
In lieu of her regular attacks, once per day per two arcane archer levels, an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Enhance magical arrows:
Your enhance arrows ability now functions on magical arrows as well. The magical bonusses stack, you can now add weapon abilities on magical arrows, and bonusses on arrows with abilities. Bonusses gained from a magical bow still don't stack with those of the arrow or from those gained from the enhance arrow ability.
The restriction imposed by the item creation rules still hold: Your total bonus may not exceed +5, and the total implied bonus (counting +1 equivalent abilities as +1 etc.) may not exceed +10.
Weapon Augmentation:
This works like the Artificer's Weapon Augmentation (ECS) with the following exceptions:
It only functions on your bow, and will only function for you.
The list of +1 equivalent abilities is expanded with alignment options (good, chaotic, etc). You can not have opposing alignment options active at the same time. This includes the Holy and Axiomatic etc. alignment components.
The change takes 1 minute to perform, during which you must meditate on your bow. You must be able to keep your concentration as with spellcasting. Failure means the arrow enhancement is lost, without being replaced by the desired effect.
The duration is 10 minutes per Caster Level.
You can add a single weapon special ability applicable to ranged weapons on your bow.
Note that you may perform this procedure multiple times when your Enhance Arrow has reached a higher bonus. (replacing a total +3 bonus with three +1 equivalent abilities for instance, or one +1 and one +2)
Each ability requiers a minute to add, so replacing a +3 bonus with three +1 abilities takes three minutes.
You replenish the Enhance Arrow bonus at the same time you gain your spells for the day.
You may also prepare this ability as one of your dayly spells. If you don't prepare spells, but have a list of spells known, you add the ability to your list as a spell known of the appropriate level.The spell versions can NOT add a combination of lower level abilities (NB: You can not add three +1 abilities by casting Weapon Augmentation III. You need to have Weapon Augmentation I prepared, or on your spells know list, to add a +1 equivalent ability through spellcasting)
You may never have more than your Enhance arrow bonus of equivalent abilities at the same time, but you can use prepared Weapon Augmentations to renew or change the effects.
Weapon Augmentation I:
You can add +1 equivalent abilities. Doing this removes a +1 arrow enhancement. You may also prepare this as a first level spell.
Weapon Augmentation II:
You can add +2 equivalent abilities. Doing this removes a +2 arrow enhancement. You may also prepare this as a second level spell.
Weapon Augmentation III:
You can add +3 equivalent abilities. Doing this removes a +3 arrow enhancement. You may also prepare this as a third level spell.
Weapon Augmentation IV:
You can add +4 equivalent abilities. Doing this removes a +4 arrow enhancement. You may also prepare this as a fourth level spell.