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My take on the Arcane Archer
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<blockquote data-quote="Herzog" data-source="post: 4717818" data-attributes="member: 25696"><p>Again, thanks for the input.</p><p></p><p>As to your comment:</p><p></p><p>This is actually copied from the original Arcane Archer. I've kept intact what I didn't feel I needed to change. I'll give it some more thought, but I think I'll keep it as it is.</p><p></p><p>Since I'm essentially creating my own PrC, I thought I should remove it before it saw play. I intend to remove spells that turn into save-or-die situations as well. (that is, literally save or die. not the 'you take more damage than you have hp unless you save' type) But I'll burn that bridge when I come to it...</p><p></p><p>Good re-state of previous point. I'll change it in the final version to 1/day per two AA levels total.</p><p></p><p>There is a bit of history behind this. I intentionally had Enhance Arrow I through V, but then found out there was no +5 equivalent bonus (at least not in the DMG. I didn't think to look further.) I started looking for a similar ability, and ended up with create arrow. Because it is a relatively low power, I put it on the low end of the abilities. </p><p>For my campaign, being able to create arrows is in no way cosmetic. Having to go to a town to replenish arrow supply is a real pain for the primary archer. Especially once he can shoot hails of arrows at some point....</p><p>The second ability is especially usefull when encountering creatures with DR/silver and good, allowing you to bypass the DR/silver using create arrow, and the DR/good with the Enhance Arrow ability.....</p><p></p><p></p><p></p><p>As I am using the 3.5 rules, bonusses from arrows and bows do not stack.</p><p>The Enhance Arrow ability allows you to enhance normal arrows only, so the ability will not function on a magical arrow. This means the total bonus on a fired arrow will be the maximum of your magical bow bonus and your Enhance Arrow ability. (NOT the addition!)</p><p>The Enhance Magical Arrow allows you to add your AA enhancement bonusses on top of the existing arrow bonusses, although a maximum of +5 still holds (so +3+ +3=+5). The magical bow bonus still doesn't stack with the arrow bonus, so the fired arrow will still have a maximum enhancement bonus of +5, and on top of that a maximum of +5 equivalent abilities.</p><p></p><p>Assuming you have Enhance Arrow +3 and Weapon Augmentation I and II, you can use Weapon Augmentation to end up firing +2 flaming weapons, +1 flaming burst weapons, +1 flaming dragon bane weapons, or flaming burst dragon bane weapons.</p><p></p><p>When you use the Weapon Augmentation without spellslots, each +1 functions like a spellslot. This will allow you to transform a +1 into a +1 ability, but the +1 bonus will be gone for the rest of the day. It also allows you to transform a +2 into a +2 ability, and the +2 will be gone for the rest of the day.</p><p></p><p>If you also have the Weapon Augmentation I and II prepared or on your spells known list (and enough spellslots), you could create a +3 flaming burst dragon bane weapon (using up a second and a first level spell) assuming the bonusses have not been used for weapon augmentation yet. You could NOT create a +3 Anarchic Flaming Burst weapon, since Anarchic and Flaming Burst are both +2 abilities, for a total of +4, which is higher than +3.</p><p>If you already used the bonusses for Weapon Augmentation, you can still use the first and second level spell slot to create the flaming burst dragon bane weapon, but the bonusses will not return until the next day. (in other words, the total you may add in abilities is equal to the maximum arrow enhancement you have, not the current bonus you are able to provide)</p><p></p><p></p><p></p><p>The assumed purpose of this class is to have magical effects on your bow. Casting is secundary, and only interesting to add effects on your arrows (like fireball or shocking grasp). The character that is probably going to take this PrC is a ranger 6 with the 'Sword of the Arcane Order' Feat, which allows him to prepare arcane spells in his ranger slots. He will most likely enter the class at lvl 7, taking some extra wizard levels in the future. I think he will love what I did with the PrC, especially since it is an improvement on top of the original one and he was already interested in that one....</p><p></p><p>You're right, which is probably why we ended up with such different versions. To me, the Arcane Archer IS more like the Dragon Disciple. It's a ranged warrior with an inherent magical ability. </p><p></p><p></p><p>Thank you. I'll reconsider full caster level progression.</p><p>I'll also take a look at the complexity of the powers. </p><p>Having to re-evaluate it and explain it (see above) made me realise I may have to find another way to write it down.</p><p></p><p></p><p>Actually, the baseline is very high already.</p><p>I introduced two concepts that have until now not really caused power problems, but I'm keeping a close eye on them:</p><p>1. All casters can cast spontaneously. Sorcerers have been dropped for now, (being superfluous). Casters still need to prepare spells, but can cast any prepared spell a number of times equal to the normal number of timers per day, or each prepared spell once, or any combination. </p><p>Example: Wizard can cast 3 first level spells per day. Prepares Shield, Mage Armor and Identify. Ends up casting Mage Armor once, Shield Twice. Next day receives new 'slots', decides not to prepare different spells, it's a rest day, casts Identify three times on items found the previous day....</p><p>Domain spells need not be prepared, but can only be used to cast domain spells.</p><p>2. All martial classes (ranger, barbarian, rogue) may, at any level, replace one gained class ability with a fighter bonus feat. Fighter being dropped for now (being superfluous). This has, until now, mainly led to dropping of abilities like 'trapsense', but also higher levels of favored enemy to gain more fighter bonus feats.</p><p></p><p>Edit: also, I don't do 'magic shops'. Magic is extremely rare (outlawed) so being able to shoot magical arrows may be more powerfull than in a regular campaign.</p></blockquote><p></p>
[QUOTE="Herzog, post: 4717818, member: 25696"] Again, thanks for the input. As to your comment: This is actually copied from the original Arcane Archer. I've kept intact what I didn't feel I needed to change. I'll give it some more thought, but I think I'll keep it as it is. Since I'm essentially creating my own PrC, I thought I should remove it before it saw play. I intend to remove spells that turn into save-or-die situations as well. (that is, literally save or die. not the 'you take more damage than you have hp unless you save' type) But I'll burn that bridge when I come to it... Good re-state of previous point. I'll change it in the final version to 1/day per two AA levels total. There is a bit of history behind this. I intentionally had Enhance Arrow I through V, but then found out there was no +5 equivalent bonus (at least not in the DMG. I didn't think to look further.) I started looking for a similar ability, and ended up with create arrow. Because it is a relatively low power, I put it on the low end of the abilities. For my campaign, being able to create arrows is in no way cosmetic. Having to go to a town to replenish arrow supply is a real pain for the primary archer. Especially once he can shoot hails of arrows at some point.... The second ability is especially usefull when encountering creatures with DR/silver and good, allowing you to bypass the DR/silver using create arrow, and the DR/good with the Enhance Arrow ability..... As I am using the 3.5 rules, bonusses from arrows and bows do not stack. The Enhance Arrow ability allows you to enhance normal arrows only, so the ability will not function on a magical arrow. This means the total bonus on a fired arrow will be the maximum of your magical bow bonus and your Enhance Arrow ability. (NOT the addition!) The Enhance Magical Arrow allows you to add your AA enhancement bonusses on top of the existing arrow bonusses, although a maximum of +5 still holds (so +3+ +3=+5). The magical bow bonus still doesn't stack with the arrow bonus, so the fired arrow will still have a maximum enhancement bonus of +5, and on top of that a maximum of +5 equivalent abilities. Assuming you have Enhance Arrow +3 and Weapon Augmentation I and II, you can use Weapon Augmentation to end up firing +2 flaming weapons, +1 flaming burst weapons, +1 flaming dragon bane weapons, or flaming burst dragon bane weapons. When you use the Weapon Augmentation without spellslots, each +1 functions like a spellslot. This will allow you to transform a +1 into a +1 ability, but the +1 bonus will be gone for the rest of the day. It also allows you to transform a +2 into a +2 ability, and the +2 will be gone for the rest of the day. If you also have the Weapon Augmentation I and II prepared or on your spells known list (and enough spellslots), you could create a +3 flaming burst dragon bane weapon (using up a second and a first level spell) assuming the bonusses have not been used for weapon augmentation yet. You could NOT create a +3 Anarchic Flaming Burst weapon, since Anarchic and Flaming Burst are both +2 abilities, for a total of +4, which is higher than +3. If you already used the bonusses for Weapon Augmentation, you can still use the first and second level spell slot to create the flaming burst dragon bane weapon, but the bonusses will not return until the next day. (in other words, the total you may add in abilities is equal to the maximum arrow enhancement you have, not the current bonus you are able to provide) The assumed purpose of this class is to have magical effects on your bow. Casting is secundary, and only interesting to add effects on your arrows (like fireball or shocking grasp). The character that is probably going to take this PrC is a ranger 6 with the 'Sword of the Arcane Order' Feat, which allows him to prepare arcane spells in his ranger slots. He will most likely enter the class at lvl 7, taking some extra wizard levels in the future. I think he will love what I did with the PrC, especially since it is an improvement on top of the original one and he was already interested in that one.... You're right, which is probably why we ended up with such different versions. To me, the Arcane Archer IS more like the Dragon Disciple. It's a ranged warrior with an inherent magical ability. Thank you. I'll reconsider full caster level progression. I'll also take a look at the complexity of the powers. Having to re-evaluate it and explain it (see above) made me realise I may have to find another way to write it down. Actually, the baseline is very high already. I introduced two concepts that have until now not really caused power problems, but I'm keeping a close eye on them: 1. All casters can cast spontaneously. Sorcerers have been dropped for now, (being superfluous). Casters still need to prepare spells, but can cast any prepared spell a number of times equal to the normal number of timers per day, or each prepared spell once, or any combination. Example: Wizard can cast 3 first level spells per day. Prepares Shield, Mage Armor and Identify. Ends up casting Mage Armor once, Shield Twice. Next day receives new 'slots', decides not to prepare different spells, it's a rest day, casts Identify three times on items found the previous day.... Domain spells need not be prepared, but can only be used to cast domain spells. 2. All martial classes (ranger, barbarian, rogue) may, at any level, replace one gained class ability with a fighter bonus feat. Fighter being dropped for now (being superfluous). This has, until now, mainly led to dropping of abilities like 'trapsense', but also higher levels of favored enemy to gain more fighter bonus feats. Edit: also, I don't do 'magic shops'. Magic is extremely rare (outlawed) so being able to shoot magical arrows may be more powerfull than in a regular campaign. [/QUOTE]
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