Tweaked Arcane Archer

Meeki

First Post
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**
 
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ARCANE ARCHER
Hit Die: d8.
Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Spellcraft 5 ranks.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 2nd-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Arcane Archer
BA Fort S Ref S Will S Special Spells per Day
1st +1 +2 +2 +0 Enhance arrow +1
2nd +2 +3 +3 +0 True Flight Arrow +1 level of existing class
3rd +3 +3 +3 +1 Enhance arrow +2 +1 level of existing class
4th +4 +4 +4 +1 Storing Arrow +1 level of existing class
5th +5 +4 +4 +1 Enhance arrow +3 +1 level of existing class
6th +6 +5 +5 +2 Phase arrow +1 level of existing class
7th +7 +5 +5 +2 Enhance arrow +4 +1 level of existing class
8th +8 +6 +6 +2 Hail of arrows, bonus feat
9th +9 +6 +6 +3 Enhance arrow +5 +1 level of existing class
10th +10 +7 +7 +3 Gestalt Archery +1 level of existing class

Class Features
All of the following are Class Features of the arcane archer prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spells per Day/Spells Known: When a new arcane archer level is gained, except for the 1st and 8th levels, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became an arcane archer, he must decide to which class he adds each level of arcane archer for the purpose of determining spells per day.

Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

True Flight Arrow (Sp): At 2nd level, as a standard action an arcane archer can launch a true flight arrow from her bow once per day per two class levels of arcane archer. A true flight arrow grants a +20 insight bonus on the attack roll as the true strike spell.

Storing Arrow (Sp): At 4th level, an arcane archer can create a storing arrow once per day per two class levels at a target known to her within range. The storing arrow functions similar to the magical weapon property spell storing except that the maximum level of spells stored is half of the arcane archer’s level and area spells may be stored, detonating where the arrow lands. Thus a level 10 arcane archer can create 5 spell storing arrows each storing up to one level 5 spell. The spell stored must be a targeted spell and must have a casting time of no longer than one standard action. Anytime a storing arrow strikes and damages a creature the spell immediately casts on that creature as a free action. Unlike the spell storing weapon property the wielder has no option of the spell casting or not. Using this ability is a standard action (and shooting the arrow is part of the action). Any spell cast into a storing arrow lasts only as long as the slot used to cast the spell remains empty.
A storing arrow counts as a magical item with CL equal to 10+level of spell cast into the arrow. A third level spell cast into a storing arrow has a CL of 13.
Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day per two class levels at a target known to her within range, and the arrow travels to the target in a straight path, passing through any barrier or wall in its way as an ethereal creature could. (Any magical barrier that could stop an ethereal creature’s movement stops the arrow.) This ability negates cover, concealment, armor modifiers, and even strikes ethereal creatures as a ghost touch weapon but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the action).

Bonus Feats: At 8th level the arcane archer gains a bonus feat chosen from the fighter bonus feat list.

Hail of Arrows (Sp): At 8th level once per day per two class levels an arcane archer can spend a full round action to fire an arrow at each and every enemy 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.

Gestalt Archery (Su): At 10th level the arcane archer gains the ability to perfectly blend the arts of archery and arcane magic. Once per day per two class levels, as a full round action, the arcane archer may give up a daily unused spell to gain additional attacks with her bow. For each level of the spell slot given up the arcane archer may make one attack at her highest bonus. Thus a level one spell would only allow for one attack at her highest bonus while a level five spell would allow five attacks at her highest bonus. In addition to gaining more attacks the arcane archer may apply an insight bonus to attack and damage rolls for each attack, however the total insight bonus applied between the attack and damage rolls for all attacks must be no greater than the spell slot used. The insight bonus must be determined before each arrow is fired and each arrow need not have the same distribution of bonuses. A level eight spell slot would allow an arcane archer to fire eight arrows at her highest bonus and she could distribute the insight bonuses to hit equally for each shot or she could distribute two to hit and damage for the first shot and four to hit for the next four arrows, with a total insight bonus of eight for all arrows fired.
 
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This looks similar to my Arcane Archer revision. (Take a look at the Gathered Niftyness thread on the end of my .sig.) You may find my version useful -- it's been through a lot of playtesting and analysis. :)

Cheers, -- N
 

Our classes are similar in flavor but vary in abilities. I think both of our ideas are great for the class, but what do you think of the power level of mine? Remember you exit the class at lvl 18.
 

From a general design perspective, you're doing one terrible thing: losing caster levels late. Why would I want to take this class past level 5? What's better about level 6 for a primary caster than taking 5 levels of e.g. Abjurant Champion instead? If you're going to reduce caster level, you must do it immediately -- at level 1. Characters must pay up front.

You're also preserving the least useful part of the Arcane Archer -- the flat Enhancement bonus advancement. In 3.0e, this mechanic was great -- magic arrows stacked with magic bows, and monsters had DR which required enhanced arrows to penetrate. In 3.5e, with the lack of stacking, you're better off just casting greater magic weapon on your bow every morning.

This kind of casting advancement is too strong. You need to consider that there are other ways into this class which don't penalize spellcasting. First, Wizard 12. Sure, you won't get the last two levels. So what? You'll have caster level 18 (or 20, if you stop at level 5 and pick a full-casting PrC for your last levels). Second, Ranger 2 / Wizard 8. Caster level 16 at ECL 20 (and also BAB 16). Third, Fighter 1 / Wizard 8 / Spellsword 1. Now we get caster level 17, BAB 16.

Finally, for formatting, consider NOT using a table when it's not really necessary. For example:

Benefits:
- HD: d8
- BAB: Full (as Fighter)
- Good save: Reflex, Will
- Skills: 4 + Int -- list, of, skills.

Special Abilities (by level):
1 - Bloop 1/day
2 - Foo +1, Spellcasting +1
3 - ...

All the same info, but you don't have to worry about columns & stuff. Alternately, look into the
Code:
 tag.

Cheers, -- N
 

I changed the loss to level 1. Also, you can only store spells up to 1/2 your class level, so if you dip your arrows are going to store low level spells and on top of that stopping at level 5 gives you 2 arrows, you need to take more to use this ability to its fullest not sure if you caught that.

Enhancement bonus lets the archer use a +1 bow with another ability instead of taking more +enhancements that arrows need so much to get around DR. +1 speed bow with +5 enhancement arrow. I mainly kept this in so the archer can use any arrow and because the ability is not all that great so it won't unbalance the class. Also GMW can be dispelled.

wiz12/AA8 = 14 BA, kinda sad. CL 18 excellent but the extra abilities from the class won't be that helpful. Level 4 imbued arrows which you can put level 4 spells in, neat but at lvl 20 how useful are they going to be with BA 14.

wiz15/AA5= 12 BA (even worse). CL20(19 since i moved the loss of caster level) much better but why would you take AA, if you want BA just go EK.

ran2/wiz8/aa10= 16 ba, just about max you can get with this class. CL 16. What exactly is the problem here? 16 BA gives you one more iterative and you have 1 more BA than a 3/4 BA character. Your CL, however, is 4 lower than a cleric/druid and you lack lvl 9 spells.

The spellsword route does breed a nasty combo but again you lack fighter feats (weapon spec particularly) and again 16 ba, higher than 3/4 and CL17 affords lvl 9 spells, powerful. The AA will give this char an option besides spell casting, but spell casting will be the primary function of this particular char, not archery.

I don't quite grasp your fear of this CL advancement, going through spellsword is a sneaky way in but again why not just take spellsword in the first place to get the reduction in ASP.

I don't want to reduce the casting so maybe reducing the BA would be more balanced. I'm going to show this class to a few of my friends too see what they think about balance.

I'll reformat my list too, thanks for the code option im going to mess around with that.
 

What do you do for the Eldritch Knight? This class has better hit points, skill points, and much better class abilities, for a caster level cost that's acceptable for a mostly-full caster. One criteria for designing new prestige classes is to not step too hard on existing prestige classes...
 

I certainly don't agree with that criteria, more diversity the better IMO and if I have to step on a weak class's niche then so be it, not like people who make supplemental material attempt to create prestige classes that are different than all others out there nor do I feel they should.

I think ill probably reduce the skill points to 2 and either reduce the BA to 3/4, which would severely gimp the class, or reduce the HD to d6 and make reflex the only good save.

Also the Ek is weak IMO and can be entered at lvl 7 instead of 9, its fairly easy to get into.
 

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