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| SkipSandwich01-27-08, 11:07 PM | Well, i've always thought the arcane archer PrC was a nice idea, but poorly executed. So I decided to remake it as a base class, using the ranger and soulknife/soulbow as inspiration. ARCANE ARCHER Alignment: Any Hit Die: d8. Class Skills The arcane archer’s class skills (and the key ability for each skill) are are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Rope (Dex) and Use Magic Device (Cha). Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Arcane Archer Level BAB Fort Ref Will Special 1st +1 +0 +2 +2 Bonus Feat, Magic Missiles 2nd +2 +0 +3 +3 Bonus Feat 3rd +3 +1 +3 +3 Obtain Familiar 4th +4 +1 +4 +4 +1 Arrows, Imbue Arrows 5th +5 +1 +4 +4 Bonus Feat 6th +6/+1 +2 +5 +5 Enhance Arrows +1 7th +7/+2 +2 +5 +5 Close Combat Shot 8th +8/+3 +2 +6 +6 +2 Arrows, Bonus Feat 9th +9/+4 +3 +6 +6 Improved Familiar 10th +10/+5 +3 +7 +7 Enhance Arrows +2 11th +11/+6/+1 +3 +7 +7 Bonus Feat 12th +12/+7/+2 +4 +8 +8 +3 Arrows, Imbue Salvo 13th +13/+8/+3 +4 +8 +8 14th +14/+9/+4 +4 +9 +9 Enhance Arrows +3, Bonus Feat 15th +15/+10/+5 +5 +9 +9 16th +16/+11/+6/+1 +5 +10 +10 +4 Arrows 17th +17/+12/+7/+2 +5 +10 +10 Bonus Feat 18th +18/+13/+8/+3 +6 +11 +11 Enhance Arrows +4 19th +19/+14/+9/+4 +6 +11 +11 20th +20/+15/+10/+5 +6 +12 +12 +5 Arrows, Bonus Feat, Imbue Volley —Spells per Day— Level 1st 2nd 3rd 4th 1st — — — — 2nd — — — — 3rd — — — — 4th 0 — — — 5th 0 — — — 6th 1 — — — 7th 1 — — — 8th 1 0 — — 9th 1 0 — — 10th 1 1 — — 11th 1 1 0 — 12th 1 1 1 — 13th 1 1 1 — 14th 2 1 1 0 15th 2 1 1 1 16th 2 2 1 1 17th 2 2 2 1 18th 3 2 2 1 19th 3 3 3 2 20th 3 3 3 3 Table: Arcane Archer Spells Known ———— Spells Known —–—— Level 1st 2nd 3rd 4th 1st — — — — 2nd — — — — 3rd — — — — 4th 2 — — — 5th 2 — — — 6th 3 — — — 7th 3 — — — 8th 4 2 — — 9th 4 2 — — 10th 4 3 — — 11th 4 3 2 — 12th 4 4 3 — 13th 4 4 3 — 14th 4 4 4 2 15th 4 4 4 3 16th 4 4 4 3 17th 5 4 4 4 18th 5 5 4 4 19th 5 5 5 4 20th 5 5 5 5 Class Features All of the following are class features of the arcane archer. Weapon and Armor Proficiency: The arcane archer is proficient with all simple weapons, plus the longsword, rapier, short sword, Shortbow, and Longbow (as well as composite versions of each). Arcane archers are proficient with light armor but not shields. An arcane archer can cast arcane archer spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane archer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass arcane archer still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: Beginning at 4th level, a arcane archer gains the ability to cast a small number of arcane spells, which are drawn from the Arcane archer spell list. To prepare or cast a spell, the arcane archer must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane archer’s spell is 10 + the spell level + the arcane archer’s Intelligence modifier. Like other spellcasters, an arcane archer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcane archer. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: The Arcane archer indicates that the arcane archer gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. The arcane archer may cast any spell she knows without preparing it ahead of time, just as a sorcerer can. The arcane archer’s selection of spells is extremely limited. The arcane archer begins play knowing no spells but gains one or more new spells at certain levels, as indicated Table: Arcane archer spells known. Upon reaching 12th level, and at every third arcane archer level after that (15th and 18th) the arcane archer can choose to learn a new spell in place of one she already knows. In effect, the arcane archer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower then the highest-level arcane archer spell that the arcane archer can cast. Through 3rd level, the arcane archer has no caster level. At 4th level and higher, her caster level is one-half her arcane archer level. Bonus Feats: at 1st, 2nd, and every three levels afterwards (5th, 8th, 11th, 14th, 17th, 20th) the Arcane Archer gains a bonus feat, chosen from the list of fighter bonus feats. She must still meet all prerequisites for any feat chosen. Magic Missiles (Su): beginning at 1st level, any arrow or bolt fired from the arcane archer’s bow or crossbow is treated as a magic weapon for the purposes of penetrating DR. Obtain Familiar: at 3rd level, the arcane archer gains Obtain Familiar as a bonus feat, even if she doesn’t meet the prerequisites. +X Arrows (Su): Beginning at 4th level, any arrow or bolt fired from the arcane archer’s bow or crossbow gains a +1 enhancement bonus to attack and damage. This does not stack with any existing enhancement bonus the arrow may possess, but may overlap with enchantments on the arcane archer’s weapon. Every 4 levels, the enhancement bonus improves, (+2 at 8th, +3 at 12th, +4 at 16th, +5 at 20th). Enhance Arrows +X (Su): At 6th level, the arcane archer gains the ability to enhance her arrows with special abilities as they are fired. She can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At the DM discretion, additional abilities may be added to the table as desired. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement the arcane archer can add to his arrows improves to +2, +3, and +4, respectively. The arcane archer can choose any combination of weapon special abilities that does not exceed the total allowed by the arcane archer’s level. Weapon Special Ability Enhancement Bonus Value Flaming +1 Frost +1 Shocking +1 Distance +1 Seeking +1 Thundering +1 Flaming Burst +2 Freezing Burst +2 Shocking Burst +2 Collision +2 Anarchic* +2 Axiomatic** +2 Holy*** +2 Unholy**** +2 Brilliant Energy +4 * Only chaotic archers ** Only lawful archers *** Only good archers **** Only evil archers The arcane archer can reassign the ability or abilities she wishes to add to her arrows. To do so, she must first spend 8 hours in concentration. After that period, any arrows fired use the new selection of special abilities. This enhancement does not stack with any existing enhancements her arrows may possess, but may overlap with any enhancements on her weapon. Imbue Arrow (Sp): At 4th level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. Close Combat Shot (Ex): beginning at 7th level, the arcane archer no longer provokes an AoO for firing a ranged weapon in a threatened square. Improve Familiar: at 9th level, the arcane archer gains Improved Familiar as a bonus feat. Upon obtaining 9th level, or at any point thereafter, the arcane archer may perform a special ritual that takes 24 hours and arcane regents that cost 200gp to complete, in order to exchange her old familiar for a different one without suffering the normal penalties for dismissing one’s familiar. This special ritual may only be performed once, however, any additional replacement familiars must be obtained via the normal means. Imbue Salvo (Sp): beginning at 12th level, as a full-round action. The arcane archer may imbue and fire two separate arrows. This is treated as a full attack action, except the arcane archer only makes two attacks (using her highest and second highest attack bonuses, respectively). Imbue Volley (Sp): at 20th level, the arcane archer becomes able to imbue and fire as many arrows as she is capable of firing in a full attack action (in other words, 4). This is treated as a full-attack action as far as attack bonuses go (highest attack bonus for the first arrow, 2nd highest for the second, 3rd highest for the 3rd, lowest for the 4th). Arcane Archer Spell List 1ST LEVEL Arrow Mind, Alarm, Entangle, Detect Magic, Detect Secret Doors, Grease, Mount, Obscuring Mist, True Strike, Sleep, Magic Missile, Cause Fear, Expeditious Retreat, Feather Fall, Jump, Branch to Branch, Guided Shot, Hawkeye, Hail of Stone 2ND LEVEL Snare, Spike Growth, Wind Wall, Protection From Arrows, Acid Arrow, Fog Cloud, Glitterdust, Web, See Invisibility, Darkness, Blur, Invisibility, Mirror Image, Pyrotechnics, Whispering Wind, Swift Haste, Swift Fly, Scare, Listening Lorecall, Balancing Lorecall, Rain of Needles, 3RD LEVEL Forestfold, Dispel Magic, Phantom Steed, Sleet Storm, Stinking Cloud, Arcane Sight, Deep Slumber, Daylight, Fireball, Displacement, Invisibility Sphere, Fly, Flame Arrow, Haste, Slow, Water Breathing, Shadow Binding. 4TH LEVEL Arrow Storm, Assay Resistance, Blistering Radiance, Crushing Dispair, Dimensional Anchor, Black Tentacles, Solid Fog, Confusion, Ice Storm, Wall of Fire, Wall of Ice, Greater Invisiblity, Flame Strike, Creeping Darkness, Heart Ripper Additional spells may be added to this list at the DM’s discretion, using the above list as a guide. |
| Jaxgaret01-27-08, 11:14 PM | I like it a lot! It's much like a ranged Duskblade or a true archer Warmage. :) |
| SkipSandwich01-28-08, 12:33 AM | thank you! :) |
| InkBlot01-28-08, 01:05 PM | The base class Arcane Archer is great! It's very well done. It's elegant. There aren't many dead levels (only 3rd and 9th), but it isn't choked with superfluous class features either. I only have a couple recommendations. First, plug the 3rd level dead level with Obtain Familiar. Second, plug the dead level at 9th with Improved Familiar, but let the Arcane Archer swap familiars without killing their old one first, perhaps with some sort of transformation ritual. Third, make the class Wisdom based. Making the spells Wisdom based would make it a Single Ability Dependant (SAD) class. This would boost the classes power level, which I feel is necessary. Their extremely low number of spells per day is too harsh without some kind of compensation, and being SAD would do that. Archery is heavily associated with Wisdom thematically, with Wis being the key skill for spot, listen, and survival. The stereotypical sniper has a high amount of spatial awareness, and patience that seems to hint at an enlightened spirit. |
| SkipSandwich01-28-08, 04:24 PM | Well, if I changed the casting stat to wisdom, it wouldn't be a very ARCANE archer now would it? ;p Your ideas about the familiar are very welcome, as I was stumped as to what to fill those dead levels with. As for the casting stat, I feel it would probabaly be okay to change it to Intelligence and keep the spontanious casting, as there is already a precedent for that in the Assassin PrC. By doing that, i'd indirectly improve the ammount of skill-points the class recieves to equal or exceed that of a standard ranger-type. I'll be editing in Obtain Familiar and Improved Familiar shortly, but i'll wait to hear some more opinions before making a decision on the casting stat. Thanks for the imput! |
| Ecureuil_Diabolique01-28-08, 04:57 PM | Seeing as it is a half caster I would give it a strong will save to boost its defense. Intelligence would be nice for a casting ability score, but I'd have to say I'm with Inkblot in making that wisdom. There's nothing saying that an arcane caster can't use wisdom as a casting ability score, is there? Even though it fits the dead levels well, I'm not so sure about the familiar though. It seems a little off, but that is just my point-of-view. If I think of anything else I'll make sure to throw the ideas your way. |
| reaver30401-28-08, 06:24 PM | i like the concept alot! its very well done, good job! no nvm I read one more time I LOVE IT! |
| AtsuiShoto01-28-08, 06:44 PM | No "Arrow Mind" or "Hunter's Mercy"? Do you have a specific reason to not include those? They just feel "right" for an archry-dedicated class with a spell list. |
| Jaxgaret01-28-08, 07:03 PM | No "Arrow Mind" or "Hunter's Mercy"? Do you have a specific reason to not include those? They just feel "right" for an archry-dedicated class with a spell list. I didn't even notice that. Seconded to put those spells on the spell list. |
| SkipSandwich01-28-08, 07:19 PM | Well, arrow mind is just close combat shot with a limited duration, and I'm not familiar with the Hunter's mercy spell, the only books I have access to at the moment are complete arcane, complete psionic and complete adventurer, I also own complete divine, complete warrior and libris mortis, but i'm loaning them out at the moment. as for the familiar, it helps the archer fufill a scout role without having to devote to many rescources to it, and after level 9, it can function as a secondary combatant if desired. I could give it an animal companion instead, but the familiar gives it a stronger tie to arcane magic. as for using wisdom as the casting stat, I am unaware of any other arcane caster that does so, offical or unofficial, so i'm a little leary of doing so, even though flavor-wise, wisdom IS a good choice for magic that comes intuitively, arcane or no. However, since it keeps coming up as a suggestion, I might as well change it, I can always change it back if there is sufficient argument for it later. As for the saves...you're right, the ranger has two good saves, and it is one of the main bases for this remake, so I might as well change that, but now that i'm changing casting to wisdom, having a high base will save isn't quite as important. Oh well, i'm giving them ref/will high, as it gives a nod to the fact that the class used to be elf and half-elf only, and elves aren't renowed for thier fortitude. |
| Jaxgaret01-28-08, 07:28 PM | Well, arrow mind is just close combat shot with a limited duration, and I'm not familiar with the Hunter's mercy spell, the only books I have access to at the moment are complete arcane, complete psionic and complete adventurer, I also own complete divine, complete warrior and libris mortis, but i'm loaning them out at the moment. It's in the Spell Compendium. as for the familiar, it helps the archer fufill a scout role without having to devote to many rescources to it, and after level 9, it can function as a secondary combatant if desired. I could give it an animal companion instead, but the familiar gives it a stronger tie to arcane magic. You could look at possibly giving it a Companion Familiar, similar to the Arcane Hierophant's. as for using wisdom as the casting stat, I am unaware of any other arcane caster that does so, offical or unofficial, so i'm a little leary of doing so, even though flavor-wise, wisdom IS a good choice for magic that comes intuitively, arcane or no. However, since it keeps coming up as a suggestion, I might as well change it, I can always change it back if there is sufficient argument for it later. I highly disagree with using Wisdom as the casting stat. A better idea would be to make it a Charisma-based caster, and give it abilities that swap out Wisdom for Charisma. That way you end up with a truly arcane power-fueled archer. |
| dman1123501-28-08, 07:31 PM | About the stat thing: it's just a general thing that arcane is int or charisma, and divine is wisdom, with the occasional cha synergy (the Favored Soul comes to mind). Also, when I think "arcane" I think that scholarly, intelligent wizard type. So I'm a fan of int for the casting stat. Besides, a little MAD is a good thing. Also, wisdom just screams divine to me. I do second the will save being good though. Now, good job with the idea and all, but it does reek of Soulknife/bow to me, at least a little. What that means is, you need some more flavorful abilities. Also, I don't like the special ability enhancements. But since the list is small, and not many are actually all that good, I'd say it works for the most part. The problem comes when they go get a +1 bow with +9 worth of enhancements, and end up firing +5 arrows with +14 other enhancements: the equivalent of a +19 bow. At level 20. I can see a +14 equivalent, since that's possible without jumping through hoops (grt mg weapon), but +19? Seems too much. EDIT: Well, put the spell on the list, or we'll never forgive you. It's in the SpC. Same goes for arrow mind, though you wouldn't be getting full benefit from the spell. It also lets you threaten, remember. But that would be a nice upper level ability for this class, the ability to threaten an area. |
| SkipSandwich01-28-08, 07:43 PM | I highly disagree with using Wisdom as the casting stat. A better idea would be to make it a Charisma-based caster, and give it abilities that swap out Wisdom for Charisma. That way you end up with a truly arcane-powered archer. I read this, and was suddenly brought to mind of the Force of Personality feat, that allows you to subtitute your charisma modifier on will saves vs mind-affecting effects. So, what do you say to an ability that allows you to add your charisma modifier on saves against spells and spell-like effects? That, the new high will save and the familiar granted Alertness should let you get by with a minimal investment in wisdom and intelligence, bringing your needed stats down to 4, which is the same as the ranger. |
| dman1123501-28-08, 08:33 PM | I'm against the ability to add charisma to saves for this class. Doesn't fit at all. As I said before, I'm a fan of int based, it just seems right to me. This also opens up the ability to create some features that capitalize on int, without already having a feat able to do it. Primarily, I'm thinking of int to attack rolls. Charisma has a feat to do this with ranged weapons. Also, int to damage might be a nifty ability. Int to AC wouldn't work for this class though. |
| plaguewraith01-28-08, 08:54 PM | id add in a few rays to make it a true arcane archer, rays are ranged touch attacks and can (in some cases) be more effective than a magic arrow, other than that this is the best archery based class ive seen i just remembered: 3 words Zen Archery feat (CW) Zen Archery allows you to use your Wis instead of Dex for ranged attacks, good for a wis based class :D |
| SkipSandwich01-28-08, 09:22 PM | okay then, here are some abilities i've thought of Rain of Arrows: Archer fires a rapid fire volley of arrows into at 10' x 10' area, all in area must succeed on a reflex save or be struck by one or more arrows (possibly based on size, +1 hit for every 5 points by which you fail the save), save is Int based, might make it a supernatural ability and have it require the expenditure of a spell slot (failed save = 1 hit per level of expended spell slot, reflex half # of hits) Skip Shot(Ex): : If the arcane archer has a solid, relatively smooth surface (such as a discarded shield or a stone wall), and a target within 10 feet of that surface, the arcane archer may ignore cover between her and the target. She adds her intelligence modifier to this attack instead of dexterity, and the attack, if successfull takes a -4 penalty to damage. Arc Shot (Ex): The arcane archer is capable of firing her arrows in a high ballistic arc to strike foes hiding behind cover. This ability may be used out to 100 range increments (yes, 100, that is not a typo, keep in mind that the weapon's range increment is not enhanced, so very long range fire will be very innaccurate, even with the benifit of the true strike spell). The arcane archer makes a normal ranged attack roll, adding her intelligence modifier to the attack instead of her dexterity. Success means the target's cover is negated as the arrow pierces them from above. I may end up combining this ability with the rain of arrows ability expressed above. |
| LoneFlame01-28-08, 09:28 PM | 1) Add in some ability to get through things like Wind Wall(it could be a swift action spell that lasts for 1 round) 2) Give it some sort of area effect spell as a 1rst lv spell, such as Burning Hands, so that Imbue Arrow actually has some benefit when you get it. That should should do it. |
| dman1123501-28-08, 11:13 PM | Arc Shot is nice, and the ability already exists (Cragtop Archer), but 100 range increments is way too many. The CTA is only 15 range increments, and that gets to be insane distances. Using a fairly normal bow and build, I got max range of more than one mile (modern sniper rifles are lucky to go that far, the best are around 2.5 miles I believe). CharOp got it up to nearly 95,000 feet. This would make it...600,000 ft. That's over 100 miles. Granted the CTA also has an 'ignore range penalty' ability, but still. The others: rain of arrows is not worded well at all and is overly complex (and the damage system is bad). You could possibly refer to the Miniatures Handbook rules on volley shots by units that affect an area. Another thing to concider is the fact that this will require a LOT of arrows. Too many in fact. Things to concider are the Storm of Arrows (swarm of arrows? Arrow Storm? Swarm?) spell. Also an improved rapid shot ability (give them a rapid shot abilty and have it be almost exactly like a monk's flurry, doesn't stack with the feat). Skip Shot: this is more of a thrown weapon ability, I don't see too much bow-ness in there. Also, if the arrow strikes something behind them, it's not going to come back. It's way too flimsy to do that. In fact, it wouldn't survive a 45 degree bounce. |
| Jaxgaret01-29-08, 01:30 AM | Arc Shot is nice, and the ability already exists (Cragtop Archer), but 100 range increments is way too many. The CTA is only 15 range increments, and that gets to be insane distances. Using a fairly normal bow and build, I got max range of more than one mile (modern sniper rifles are lucky to go that far, the best are around 2.5 miles I believe). CharOp got it up to nearly 95,000 feet. This would make it...600,000 ft. That's over 100 miles. Add in Imbued AoE arrows, and we're looking at the Arcane Archer as Cruise Missile Launcher :) |
| SkipSandwich01-29-08, 08:11 AM | I play too much d20 Modern, I consistnatly forget just how large the longbow's range increment is in D&D, since its just 40ft in Modern. |
| SkipSandwich02-04-08, 08:13 PM | okay, seeing as discussion has died down, i'm going to be bumping this one more time. Right now, i'm thinking i'll leave it as-is, perhaps a tad underpowered, but that's okay. I may re-work the wording on the enhance arrow ability description to state that it applies to the archer's bow rather then the arrows, thus avoiding crazy enhancement stacking. |
| ragoftag02-07-08, 02:39 PM | Interesting! I like a lot of this and could easil add this as an option for my Elves. SkipSandwich I play too much d20 Modern, I inconsistently forget just how large the longbow's range increment is in D&D, since its just 40ft in Modern. This too can be changed. |
| dawnbringer02-07-08, 03:16 PM | Very nice class. I actually also had a spellcaster idea based on archery. Only mine would get spells from level 1, be a spontaneous caster, and get new spells like Flaming Arrow, Corrosive Arrow and etc, essentially adding the flaming and corrosive propery to your arrows for 1 round with a casting time of 1 swift action. But i was stuck on class features to provide. |
| SkipSandwich02-07-08, 05:06 PM | I would have used a semi-full caster progression, like that of the bard or psychic warrior, but I ultimately decided that a full BAB was more important for an archer, even an arcane one then more spells, especially since he could just buy or make his own magic arrows with effect identical to using his imbue arrow ability(it only costs like 25gp 2xp per arrow for a first level spell effect, 150gp 12xp for second, 375gp 30xp for third and 2,500gp 56xp for fourth, single use, use activated item pricing). |
| dawnbringer02-07-08, 05:19 PM | I was thinking more like progressing as a duskblade, but knowing all spells on his list. But again I was stuck at what class features to add. |
| ciaran02-07-08, 06:37 PM | I like the idea as playing a good DMG Arcane Archer is kind of hard, since the PrC doesn't advance spells. However, it seems like the gains at 1st & 2nd levels make the Fighter class obsolete. I might suggest forcing Point Blank Shot to be taken at 1st and selecting from an archery list as approved by the DM at 2nd. Then I would remove Magic Missles. This would tie in with the fact that the "arcane" aspect of this martial class begins at 4th level, like Paladin, Ranger or Hexblade. Even the Monk has to wait for his fists to count as Magic. Another idea in response to some others, though it might make the class overly complex: allow the choice for a Cha or Wis based caster. |
| LordVladamir02-10-08, 11:48 PM | Looked through this earlier and like the basics... but some things just don't mesh well. This is where I would go with it. Full BA and High Refl and Will Saves are perfect. Perhaps a spell progression more along the lines of the Duskblade spells per day. d6 HD instead of d8, as the character isn't supposed to be a damage-taking take but more of a back-line support. Skills: eliminate handle animal, ride, knowledge-dungeoneering, and swim... he's no ranger or scout. Add in knowledge-history, balance, and tumble as mobility and the ability to accurately fire from various location is the key to this class. Special abilities as follows: 1 Armored Mage (light armor only), Precise Shot 2 Evasion 3 Channel Touch Spell 4 +1 Arrow 5 2nd lvl spells 6 Energy Arrows 7 Close-Combat Shot 8 +2 Arrow 9 3rd lvl spells, Channel area spell 10 Energy Burst Arrows 11 Improved Precise Shot 12 +3 Arrow 13 4th lvl spells 14 Seeker Arrow 1/day 15 Channel Touch Spells (full attack) 16 +4 Arrow 17 5th lvl spells 18 Phase Arrow 1/day 19 Hail of Arrows 1/day 20 +5 Arrow Spells-Same ad Duskblade, only replacing weapon spells such as Blood Blades or Stretch Weapon with archery-flavored spells such as Arrowmind and Hunter's Mercy. Also I would eliminate most Necromancy spells such as Vampiric Touch and Eneveration and replace with some area affect such as Fireball and Ice Strorm. What does everyone think? |