Paragon Path: Arcane Archer

Zetesofos

Explorer
Arcane Archer

“My bow and arrow are but mere tools to channel my real power.”

Prerequisites: Wizard Class, proficiency with Longbow or Shortbow.

The Arcane Archer stems from the culture and studies of Elves as they moved away from there kin. While they made there way in the natural world, some still wished to hold onto there fey heritage, and some learned to channel their arcane arts through there natural weapons, and blend magic with martial prowess.

Arcane Archer Path Features

Arcane Damage Action (11th level): When you spend an action point to take an extra action, choose a type of energy from the following types: acid, cold, fire, or lightning. Your attacks deal ongoing 5 energy damage (save ends) of that type on a hit.

Archer's Implement (11th level): Choose an arcane implement that you specialize in, whether the wand, staff, or orb. You can use a Longbow or Shortbow as if it where that type of implement when casting your spells.

Imbue Arrows (16th level): You may substitute the range of any arcane power with the Area or Ranged keyword with your weapon's range when using a longbow or shortbow as an implement to cast that power.

Arcane Archer Spells

Arrow Storm
Arcane Archer Attack 11
You fire a single arrow in a high arc over your enemies, commanding it to burst into a hail of powerful missiles.
______________________________
Encounter * Arcane, Weapon
Standard Action Area
burst 4 Ranged Weapon
Target: Each enemy in burst.
Attack: Intelligence vs. Reflex
_______________________________
Hit: 2[W] + Intelligence modifier damage and the target is knocked prone.


Arcane Evasion Arcane Archer Utility 12
You tap into arcane power to keep yourself out of enemies reach.
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Daily * Arcane, Implement, Teleport
Immediate Interrupt Personal
Trigger:
An enemy hits you with a melee attack
________________________________
Effect:
You can teleport up to 3 squares away from the enemy.


Arrow of Death Arcane Archer Attack 20
You imbue your arrow with murderous intent, and call on your arcane mastery to slay the target in one blow, or at least make them wish for death.
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Daily * Arcane, Weapon
Standard Action Ranged
Weapon
Target: One Creature
Attack: Intelligence vs. AC
________________________________
Hit: 3[W] + Intelligence modifier damage. Make a secondary attack against the target.
________________________________
Secondary Attack:Intelligence vs. Fortitude
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Hit: Ongoing 10 damage and the target is stunned (save ends both). If the target saves, it is weakened (save ends).
_________________________________
Miss: Half damage and the target is weakened (save ends).


In a party role, the archer has a war mage bent to it, as well as a bleeder, and does well for any mage wishing for some more range to their spells.
As always, please critique, and let me know what you like, and what needs some tweaking.
 
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Very nice. I like how the Arrow of Death is toned down to fall in place with the norm of 4th edition, but it is also not chump change either. It's more of a slow death that instant death. Also love the imbuing arrow and archer's implement abilities.

I'd allow this in my game.
 

Good job.


Arcane Archer Path Features

Enhanced Action(11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls until the start of your next turn.

I'd like to see a more "arcane" effect here. Such as, "if you spend an action point to take an extra action and use that for an attack with a bow, your attack deals an additional 2d6 fire damage."
 

Imbue Arrows (16th level): You may use treat any arcane power with the close burst keyword as an area burst when you use a longbow or shortbow as an implement to cast that power. In addition, you may substitute the range of any arcane power with your weapon's range when using a longbow or shortbow as an implement to cast that power.

This fits the original class pretty well, but seems awfully powerful. My intuition is that it's the route to a lot of unexpected overpowered synergy.
 

I'd like to see a more "arcane" effect here. Such as, "if you spend an action point to take an extra action and use that for an attack with a bow, your attack deals an additional 2d6 fire damage."

I would personally go with:

Arcane Damage Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 energy damage (save ends). Choose the type of energy from the following types: acid, cold, fire, or lightning.
 

RE: Imbue Arrows
This fits the original class pretty well, but seems awfully powerful. My intuition is that it's the route to a lot of unexpected overpowered synergy.
You could start to reduce the power level by removing the additional benefit of increased range from the weapon.
 

after a quick scan, the following jumped out at me.

Arrow Storm
* I would change the working as follows.

Encounter * Arcane, Weapon
Standard Action – Area
burst 4
Requirement: You must be wielding a longbow or shortbow.
Target: Each enemy in burst.
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier damage and the target is knocked prone.


Arcane Evasion
* Needs the “Teleportation” keyword.
 

Good job. I'd like to see a more "arcane" effect here. Such as, "if you spend an action point to take an extra action and use that for an attack with a bow, your attack deals an additional 2d6 fire damage."

I would personally go with:

Arcane Damage Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 energy damage (save ends). Choose the type of energy from the following types: acid, cold, fire, or lightning.

At first, I was going to respond no, but then I think the radiant servant has a similar ability, do deal ongoing radiant damage. I think this might be a better option, but I had been hesitant to add it before.

This fits the original class pretty well, but seems awfully powerful. My intuition is that it's the route to a lot of unexpected overpowered synergy.

RE: Imbue Arrows

You could start to reduce the power level by removing the additional benefit of increased range from the weapon.

I find that hard to do, increasing the range seems to be the quintessential perk of using an arcane archer; range. I had been a bit torn over making close bursts useable at range though, and might take that one off, I'd like to hear if anyone thinks that aspect is a bit too much.

after a quick scan, the following jumped out at me.

Arrow Storm
* I would change the working as follows.

Encounter * Arcane, Weapon
Standard Action – Area
burst 4
Requirement: You must be wielding a longbow or shortbow.
Target: Each enemy in burst.
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier damage and the target is knocked prone.


Arcane Evasion
* Needs the “Teleportation” keyword.




Thanks for the keyword catch. *Edits
 
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I find that hard to do, increasing the range seems to be the quintessential perk of using an arcane archer; range. I had been a bit torn over making close bursts useable at range though, and might take that one off, I'd like to hear if anyone thinks that aspect is a bit too much.

Personally I think allowing the change of "Close burst X" to "Area burst X within 20 squares", more balanced than allowing a spell such as say Thunderlance to be altered from "Close blast 5" to "Area burst 5 within 20 squares" which is what the "In addition, you may substitute the range of any arcane power with your weapon's range when using a longbow or shortbow as an implement to cast that power." clause does.

Also in the end there are not that many spells that are already NOT ranged for the wizard, so its a bit redundant to add range as a 16th level class ability when 90% of the wizard's attack spells are already ranged, when you already cover making Close bursts into Area bursts at X range.

JMHO.
 

Ah, I see your point there. I intended the range to only be applied to Ranged and Area attacks. I'll go back, and make that more clear. I'll remove the close burst option as well, if for no other reason than to make it simpler to use.
 

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