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Tweaked Arcane Archer
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<blockquote data-quote="Meeki" data-source="post: 3591589" data-attributes="member: 17257"><p>ARCANE ARCHER</p><p>Hit Die: d8.</p><p>Requirements</p><p>To qualify to become an arcane archer, a character must fulfill all the following criteria.</p><p>Base Attack Bonus: +6.</p><p>Skills: Spellcraft 5 ranks.</p><p>Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).</p><p>Spells: Ability to cast 2nd-level arcane spells.</p><p>Class Skills</p><p>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).</p><p>Skill Points at Each Level: 4 + Int modifier.</p><p></p><p>Table: The Arcane Archer </p><p> BA Fort S Ref S Will S Special Spells per Day</p><p>1st +1 +2 +2 +0 Enhance arrow +1 </p><p>2nd +2 +3 +3 +0 True Flight Arrow +1 level of existing class</p><p>3rd +3 +3 +3 +1 Enhance arrow +2 +1 level of existing class</p><p>4th +4 +4 +4 +1 Storing Arrow +1 level of existing class</p><p>5th +5 +4 +4 +1 Enhance arrow +3 +1 level of existing class</p><p>6th +6 +5 +5 +2 Phase arrow +1 level of existing class</p><p>7th +7 +5 +5 +2 Enhance arrow +4 +1 level of existing class</p><p>8th +8 +6 +6 +2 Hail of arrows, bonus feat </p><p>9th +9 +6 +6 +3 Enhance arrow +5 +1 level of existing class</p><p>10th +10 +7 +7 +3 Gestalt Archery +1 level of existing class</p><p></p><p>Class Features</p><p>All of the following are Class Features of the arcane archer prestige class.</p><p>Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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. </p><p> 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.</p><p>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.</p><p> Using this ability is a standard action (and shooting the arrow is part of the action).</p><p></p><p>Bonus Feats: At 8th level the arcane archer gains a bonus feat chosen from the fighter bonus feat list.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Meeki, post: 3591589, member: 17257"] 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. [/QUOTE]
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