So my friend wanted to play an arcane archer, he liked the idea behind it but when we were looking at the class we started to wonder why this class was even created. The class, as written in the DMG, is extraordinarily weak. To remedy this I tweaked the arcane archer alot and would like comments.
Some key things to remember when reading this class:
1. The first level you could take this, using core classes, is 9th. 3 wiz/5 Full BA class. I changed the requirements a bit, took out elf (campaign specific) and added Spellcraft 5 ranks and able to cast 2nd level arcane spells.
2. I felt the class skill list didn't make sense so I changed it a bit. I kept move silently and listen for those rangers coming into the class but didn't feel it was necessary to keep skills like use rope and survival, just didn't fit the class IMO. I did add Kn(arcana) and spell craft to the list and will probably end up adding concentration and removing ride.
3. The higher end abilities need to be on par with what a lvl 18th character can do, since you have to enter the class so late.
4. I changed the core abilities I did keep to once per day per two class levels. Phase arrow is weak and at lvl 10 (CL18) shooting 5 phase arrows a day is mediocre at best.
5. Don't rip the class apart until you realize what CL you will be when you obtain the abilities!
Ok, now that is out of the way take a look at the class see what you think and please post any suggestions but do not alter the class so it deviates from the arcane caster+ranged fighter idea.
**Forgive my inability to post this class so that its easy to read**
Some key things to remember when reading this class:
1. The first level you could take this, using core classes, is 9th. 3 wiz/5 Full BA class. I changed the requirements a bit, took out elf (campaign specific) and added Spellcraft 5 ranks and able to cast 2nd level arcane spells.
2. I felt the class skill list didn't make sense so I changed it a bit. I kept move silently and listen for those rangers coming into the class but didn't feel it was necessary to keep skills like use rope and survival, just didn't fit the class IMO. I did add Kn(arcana) and spell craft to the list and will probably end up adding concentration and removing ride.
3. The higher end abilities need to be on par with what a lvl 18th character can do, since you have to enter the class so late.
4. I changed the core abilities I did keep to once per day per two class levels. Phase arrow is weak and at lvl 10 (CL18) shooting 5 phase arrows a day is mediocre at best.
5. Don't rip the class apart until you realize what CL you will be when you obtain the abilities!
Ok, now that is out of the way take a look at the class see what you think and please post any suggestions but do not alter the class so it deviates from the arcane caster+ranged fighter idea.
**Forgive my inability to post this class so that its easy to read**
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