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| Xorial01-30-04, 03:37 PM | This isnt an argument that this SHOULD be a core class. I'm just presenting this, after reading the idea on this thread: How to Turn 10LV PrCs Into 20LV Base Classes (http://boards1.wizards.com/showthread.php?s=&threadid=156089). Some DMs dont use PrCs, so some of the PrCs could be turned into core classes for such campaigns. It wont work with every PrC. But I thought that the Arcane Archer could convert well enough for use with a PrC-less campaign. Updated 02-02-04: Got a copy of the Complete Warrior, so I changed the spells known list to match the Hexblade. Also removed the bonus feat, Point Blank Shot. Keeping the free Weapon Focus feat though. Modified the Arrow of Death class ability to add the Arcane Archer's Charisma bonus to the DC of the save. This puts it about what a 9th level spell cast by a sorcerer would be. (DC = 10 + Spell Level (9) + Cha Bonus.) ARCANE ARCHER Level BAB Fort Ref Will Special 1st +1 +2 +2 +0 Weapon Focus (Any Bow) 2nd +2 +3 +3 +0 Enhance arrow +1 3rd +3 +3 +3 +1 4th +4 +4 +4 +1 Bonus Feat 5th +5 +4 +4 +1 6th +6/+1 +5 +5 +2 Enhance arrow +2 7th +7/+2 +5 +5 +2 Imbue arrow 8th +8/+3 +6 +6 +2 Bonus Feat 9th +9/+4 +6 +6 +3 Seeker arrow 10th +10/+5 +7 +7 +3 Enhance arrow +3 11th +11/+6/+1 +7 +7 +3 12th +12/+7/+2 +8 +8 +4 Bonus Feat 13th +13/+8/+3 +8 +8 +4 Phase arrow 14th +14/+9/+4 +9 +9 +4 Enhance arrow +4 15th +15/+10/+5 +9 +9 +5 Hail of arrows 16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat 17th +17/+12/+7/+2 +10 +10 +5 18th +18/+13/+8/+3 +11 +11 +6 Enhance arrow +5 19th +19/+14/+9/+4 +11 +11 +6 Arrow of death 20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat — Spells per Day / Known — Level 1st 2nd 3rd 4th 1st — — — — 2nd — — — — 3rd — — — — 4th 0/2* — — — 5th 0/2* — — — 6th 1/3 — — — 7th 1/3 — — — 8th 1/4 0/2* — — 9th 1/4 0/2* — — 10th 1/4 1/3 — — 11th 1/4 1/3 0/2* — 12th 1/4 1/4 1/3 — 13th 1/4 1/4 1/3 — 14th 2/4 1/4 1/4 0/2* 15th 2/4 1/4 1/4 1/3 16th 2/4 2/4 1/4 1/3 17th 2/5 2/4 2/4 1/4 18th 3/5 2/5 2/4 1/4 19th 3/5 3/5 3/5 2/4 20th 3/5 3/5 3/5 3/5 Race: Elf or half-elf. Hit Die: d8. Class Skills The arcane archer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are Class Features of the arcane archer class. Weapon and Armor Proficiency: An arcane archer is proficient with all simple weapons, Bows (all), long sword, short sword, rapier, and light armor. 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. Weapon Focus: The Arcane Archer recieves the Weapon Focus Feat for free. He can apply this to any bow that he has proficiency with. Enhance Arrow (Su): At 2nd 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 four levels the character advances past 2nd level in the class, the magic arrows she creates gain +1 greater potency (+1 at 2nd level, +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th level). Bonus Feats: Beginning at 4th level, and every four levels after, an arcane archer gains a bonus feat. The bonus feats must be chosen from the following list: Alertness, Blind-Fight, Combat Casting, Combat Expertise, Deflect Arrows, Dodge, Eschew Materials, Far Shot, Improved Critical, Improved Disarm, Improved Precise Shot, Improved Unarmed Strike, Many Shot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Snatch Arrows, Stealthy, Track, Weapon Finesse, and Weapon Focus. Spells: Beginning at 4th level, an arcane archer gains the ability to cast a small number of arcane spells, which are drawn from the arcane archer spell list. An arcane archer must need not prepare her spells in advance. To cast a spell, an arcane archer must have a Charisma 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 Charisma 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. In addition, she receives bonus spells per day if she has a high Charisma score. When Table 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 Charisma score for that spell level. When the Table: Spells Known 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 Charisma score for that spell level. The arcane archer’s selection of spells is extremely limited. An arcane archer casts spells the way a sorcerer does. An arcane archer may cast any spell she knows from the arcane archer spell list, provided that she can cast spells of that level. Through 3rd level, an arcane archer has no caster level. At 4th level and higher, her caster level is one-half her arcane archer level. Imbue Arrow (Sp): At 7th 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. Seeker Arrow (Sp): At 9th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). Phase Arrow (Sp): At 13th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 15th level or higher can fire an arrow at each and every 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. Arrow of Death (Sp): At 18th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a Fortitude save, DC = 20 + Cha bonus, or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. ARCANE ARCHER SPELLS 1ST-LEVEL SPELLS Endure Elements: Exist comfortably in hot or cold environments. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Grease: Makes 10-ft. square or one object slippery. Mage Armor: Gives subject +4 armor bonus. Obscuring Mist: Fog surrounds you. True Strike: +20 on your next attack roll. Sleep: Puts 4 HD of creatures into magical slumber. Burning Hands: 1d4/level fire damage (max 5d4). Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Expeditious Retreat: Your speed increases by 30 ft. Reduce Person: Humanoid creature halves in size. 2ND-LEVEL SPELLS Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Daze Monster: Living creature of 6 HD or less loses next action. Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Darkness: 20-ft. radius of supernatural shadow. Shatter: Sonic vibration damages objects or crystalline creatures. Blindness/Deafness: Makes subject blinded or deafened. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Darkvision: See 60 ft. in total darkness. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Pyrotechnics: Turns fire into blinding light or choking smoke. 3RD-LEVEL SPELLS Dispel Magic: Cancels magical spells and effects. Stinking Cloud: Nauseating vapors, 1 round/level. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Deep Slumber: Puts 10 HD of creatures to sleep. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Daylight: 60-ft. radius of bright light. Fireball: 1d6 damage per level, 20-ft. radius. Lightning Bolt: Electricity deals 1d6/level damage. Halt Undead: Immobilizes undead for 1 round/level. Ray of Exhaustion: Ray makes subject exhausted. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. Flame Arrow: Arrows deal +1d6 fire damage. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls. 4TH-LEVEL SPELLS Dimensional Anchor: Bars extradimensional movement. Black Tentacles: Tentacles grapple all within 15 ft. spread. Dimension Door: Teleports you short distance. Solid Fog: Blocks vision and slows movement. Locate Creature: Indicates direction to familiar creature. Scrying F: Spies on subject from a distance. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Resilient Sphere: Force globe protects but traps one subject. Shout: Deafens all within cone and deals 5d6 sonic damage. Rainbow Pattern: Lights fascinate 24 HD of creatures. Enervation: Subject gains 1d4 negative levels. |
| Xorial01-30-04, 04:23 PM | I did have to make a couple of descisions when doing this. I decided that somebody that Imbues an arrow would likely cast as a sorcerer. Therefore, i made him a spontaneous caster. I also figuered that such a core class would cast along the lines of the Paladin, Ranger, and Hexblade...espescially the Hexblade. (on that, if anybody ahs the spells per day / known for the Hexblade, please tell me. My table is made up & would be better served to be like the Hexblade's.) Since the theme of the PrC calls for delayed learning of spellcasting (Fighter 6/ Arcane Caster 1), I felt the approach I too was appropriate. I know core classes shouldnt have racial requirements, but if you dont use PrCs, then you would have racial classes. The spell list can be reworked if anybody has suggestions. i went with some defensive spells and some area affect & some touch spells that would likely be used to Imbue Arrows. |
| Sensei Gith01-31-04, 11:59 PM | I don't think that this needs to be a core class. A generic Arcane Warrior could cover it easily. But if you insist: 1. Cut the specific bonus feats. What archer wants to wait until level three to get point blank shot? 2. This class gets everything a fighter9/sorcerer1/arcane archer10 gets and more. 3. The spells known are out of proportion to the spells per day. A sorcerer knows few spells, but can cast many. 4. The fortitude save for Arrow of Death is too low. Try 10+half your level+your charisma. |
| Xorial02-02-04, 09:48 AM | Originally posted by Sensei Gith I don't think that this needs to be a core class. A generic Arcane Warrior could cover it easily. But if you insist: I dint say it did. If you read the opening, you would see that I stated that VERY clearly. This was just an exercise. I know quite a few DMs that dont use PrCs at all. If you prefer not to, then there will be race specific core classes out there. I just tought of all the PrCs in the DMG, the Arcane Archer would be one that wouldnt be THAT bad as a Core Class. Espescially after seeing the Hexblade. 1. Cut the specific bonus feats. What archer wants to wait until level three to get point blank shot? Ok, reasonable. 2. This class gets everything a fighter9/sorcerer1/arcane archer10 gets and more. I know it does, but I, and alot of others, feel that the Arcane Archer is very Arcane to begin with. As he is written, I would give the PrC some pell progression. 3. The spells known are out of proportion to the spells per day. A sorcerer knows few spells, but can cast many. That may be true, but the sorcerer is the ONLY spontaneous arcane caster that knows lees than they can cast per day. The Bard & Hexblade know more spells than the have casting slots. I'm going to change it, but because I got ahold of the Complete Warrior and see that I didnt give him as many spells known as the Hexblade has. 4. The fortitude save for Arrow of Death is too low. Try 10+half your level+your charisma. The Save is straight out of the PrC. If I add the Arcane Archer's Charisma bonus, it will be slightly better than a Sorcerer casting a 9th level spell, so that will be changed. |
| Sensei Gith02-02-04, 11:14 AM | I dint say it did. I didn't say that you said it did. IMO, it could be easily covered with feats and spells on top of an arcane warrior base. This does not make it a useless exercise. That may be true, but the sorcerer is the ONLY spontaneous arcane caster that knows lees than they can cast per day. I don't see the arcane archer needing a wide variety of spells. The Save is straight out of the PrC. If I add the Arcane Archer's Charisma bonus, it will be slightly better than a Sorcerer casting a 9th level spell, so that will be changed. The original is too low too. This would not be higher than the sorcerer's, since the sorcerer would have a maxed charisma (whereas this class needs dexterity) and probably spell focus. Plus, this is only once per adventure, and almost the capstone ability. Despite the extras, I think that this is, in the end, actually underpowered. A straightforward fighter/sorcerer/eldritch knight would own this guy. Compared to a fighter2sorcerer6Eldritch Knight10/Arcane Archer2 (which gets the best of the arcane archer), this is no contest. |
| Xorial02-02-04, 11:36 AM | I actually agree that this is a little weak, but anytime I've ever addressed something like that on these boards, I get flamed. Well, maybe not flamed, but definately smoked a bit. Called munchkin & such. Since I think the PrC is horribly under powered, my first idea was to give him a bard-like progression. I thought that would start a definite war on here. I tend to give the few that consider taking the PrC spell progression every even level for the PrC. Do you think the bard style list to be more appropriate? |
| Nifft02-02-04, 12:26 PM | Try my Actually Arcane Archer (http://klimt.cns.nyu.edu/~fishman/DnD/prc.shtml#arcanearcher). -- N |
| Twisted Puppy02-02-04, 12:48 PM | I find the classes posted by Xorial and Nifft to be interesting, however, I personally would stick to the current PrC. I realise that this is a personal preference, because IMO one of the key abilities of an Arcane Archer is the ability to imbue arrows with spells. At 20th level, the way I would build the character would be: Wizard 15/AA5. That gives me 3 bonus metamagic feats, spells up to 8th level. Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow), Silent Spell, Spell Focus, Greater Spell Focus, Spell Penetration, Empower Spell, Maximize Spell (or Widen Spell, tough to decide which :) ), and Heighten Spell. That's just my personal preference, though. Another option would be to take Weapon Focus (Ray) instead of Silent Spell. Nice work on both alternates, though, and thanks for posting them. |
| Sensei Gith02-02-04, 03:48 PM | If we're trying to power it up and all of that, we might as well make a new class. I think that 6th-level spellcasting would be very appropriate. I would, however, base the class on the Eldritch Knight if spells are to be a major feature. Fighter8/Wizard2/Eldritch Knight has almost full BAB and sixth-level spells, along with a six fighter bonus feats and Scribe Scroll. Throwing in PrC's like Spellsword and yes, arcane archer gives plenty of ideas for appropriate feats and abilities. I'd give it Bard casting (with a radically different spell list, of course), 10% Spell Failure Reduction, full BAB, good Fort, and a bonus feat every four levels (4, 8, 12, 16, 20). Combat Casting at level 1 would match Scribe Scroll and be a nice, but not too powerful, addition. Bonus feats could be fighter bonus feats, possibly psionic bonus feats with a flavor change, or special abilities like Imbue Arrow or Reduce Spell Failure. The Arcane Archer could be an Arcane Warrior who chose feats like Imbue Arrow, Arcane Arrow, and Arrow of Death. Not exactly true to the PrC, but balanced and flexible. |
| Xorial02-02-04, 06:07 PM | Originally posted by Nifft Try my Actually Arcane Archer (http://klimt.cns.nyu.edu/~fishman/DnD/prc.shtml#arcanearcher). -- N I've seen it & like it. It is what a PrC should be. The reason that I thought that the core version could be expanded, was that it has a very generic flavor for a PrC. Sensei Gith, I've made up a generic Eldritch Warrior that is similar to what you are saying. Just never posted it because I've seen similiar ones already done. I may work on it and give it a similiar treatment that Szatany gives his Ultimate Classes. Do paths for generic, archer, & melee. |