Playing an Arcane Archer

Nareau

Explorer
A new player is going to join our game, and he's looking at a Ftr2/Battle Sorceror 11/Arcane Archer 2. We've been looking at the Arcane Archer, and it seems like it kinda sucks.

The Enhance Arrow ability seems pretty useless, as any 10+ level archer character is probably going to have at least a +1 or +2 bow already. Since launchers and ammo don't stack in 3.5, this ability is likely to be completely useless.

I am the DM, and I was thinking about ways to make the AA more useful. One thought is to tweak the Enhance Arror ability so the user can instead grant a +1 equivalent bonus (flaming, aberrationbane, etc) every other class.

Also, we have a question about how the Imbue Arrow ability works. What is an area spell? Is it any spell with an area descriptor? We've searched a database of the SRD for Sor/Wiz spells with an area, and there aren't that many where this ability would be good. Most of those spells already have medium or long range, so getting the improved range isn't great. The best use I can see would be to target an enemy spellcaster with an antimagic field...but even then the wording makes it seem that the enemy could simply walk out of the area.

Is there something we're missing? Is there an alternate version of this class that's more worth it?

Spider
 

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Spider said:
Is there something we're missing? Is there an alternate version of this class that's more worth it?
I would suggest that the player give a very close consideration to the Duskblade (PHBII). As a Core class, it is superior to a Fighter/Sorcerer (although Battle Sorcerer does help somewhat there). Its ability to channel arcane touch spells for a melee attack is similar to the Arcane Archer's imbue ability, also. As GM, you might consider allowing a similar ability for ranged attacks (keeping balance in mind, though...) and thereby avoid the need for the AArcher class entirely for the character concept.
 

Best thing about Arcane Archer is obviously the Imbue Arrow. I wouldn't take it past 2nd level, myself.

Best spell to use with it is Antimagic Field. Waves of fatigue is also pretty good.

Also, by strict interpretation, casting a spell and letting loose the arrow is a standard action even if the casting time is normally longer.

Control Weather, Guards and Wards, and Private Sanctum become rather interesting choices.
 

You're missing nothing. The Arcane Archer is a 3.0e class, and in that edition, free +5 arrows was exciting. Back then, DR was always "x/+y", so +5 arrows could hurt anything. Also, your +5 arrows stacked with your +5 bow for +10. That was cool. (Broken, but cool.)

Now, +5 arrows are teh suck. The cleric casts Greater Magic Weapon on your bow, and it won't stack with your arrows at all. Feh!

So, let me suggest an alternative from over in house rules. (And by suggest, I mean "pimp".*)

It's been play-tested up through Epic levels (by other groups), so I feel good recommending it. Hope it's useful to your group, too.

Cheers, -- N

* IYKWIM,AITYD
 

I thought the whole purpose of the class was so you could load your bow with elemental damages and then the class grants the huge +to hit and damage, so you could focus your funds elsewhere.
 

Rkhet said:
Best thing about Arcane Archer is obviously the Imbue Arrow. I wouldn't take it past 2nd level, myself.

I think that is the most useless ability myself. As the OP stated, all the really useful area spells already have a decent range on their own. And most of them don't require an attack roll either, like an Imbued Arrow would.
 

Nifft said:
So, let me suggest an alternative from over in house rules. (And by suggest, I mean "pimp".*)
Wow! That's perfect! From a quick read, it seems like it might be a *little* on the powerful side, but that's OK. I'll post questions about that version in that thread.

Spider
 

I am running a fighter 4/duskblade 2/arcane archer 10 in one of my games. In retrospect i made a mistake.

The 1/day special arrow abilities are next to useless, especially death arrow. I mean how can a monster possibly fail such a low DC?
 

Could an arcane archer in 3.5 have +1 Flaming, Wounding (insert more enchancements up to +10 here) and have the Enchant arrow bonus overlap the +1 bonus and gain all of the bows other enhancements.

If so it's still a pretty nice deal to be shooting, +5 Flaming, Shocking, Holy, Anarchic, Wounding, Seeking Arrows at high levels.


Another problem for your character is that you started the PRC pretty late in your carrer so even if my suggestion works in the RAW it'll take your character a while.
 

Yes, and my arcane archer has a pretty sweet bow. +1 holy, corrosive, flaming, shock and frost. However some monsters, like fiends have a lot of elemental immunities/resist, even resistance 5 is enough to render 1d6 elemental damage useless. So while against your average fighter you would do tons of damage, against some its useless.

And you are spending 10 levels to gain an extra +4 hit/+4 damage, the other abilities are nearly useless.
 

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