Arcane Archer Core Class [Archive] - Wizards Community

Post/Author/DateTimePost
eggplantm

02-22-05, 03:25 PM
I had a thought about turning some of the prestige classes into actual core classes with few changes. Let me know what you think and I'll try a few more.

ARCANE ARCHER
Alignment: Any
Hit Die: d8.
Age: As Wizard
Starting Gold: As Ranger

Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Arcane Archer
-----
Level BAB F R W Special
1st +1 +2-+2-+0 Enhance arrow +1
2nd +2 +3-+3-+0
3rd +3 +3-+3-+1
4th +4 +4-+4-+1 Enhance arrow +2
5th +5 +4-+4-+1
6th +6/+1 +5-+5-+2 Imbue arrow, Imbue Weapon
7th +7/+2 +5-+5-+2
8th +8/+3 +6-+6-+2 Enhance arrow +3
9th +9/+4 +6-+6-+3
10th +10/+5 +7-+7-+3 Seeker arrow
11th +11/+6/+1 +7-+7-+3
12th +12/+7/+2 +8-+8-+4 Enhance arrow +4
13th +13/+8/+3 +8-+8-+4
14th +14/+9/+4 +9-+9-+4 Phase arrow
15th +15/+10/+5 +9-+9-+5
16th +16/+11/+6/+1 +10-+10-+5 Enhance arrow +5
17th +17/+12/+7/+2 +10-+10-+5
18th +18/+13/+8/+3 +11-+11-+6 Hail of arrows
19th +19/+14/+9/+4 +11-+11-+6
20th +20/+15/+10/+5 +12-+12-+6 Arrow of death




— Spells per Day —
1st 2nd 3rd 4th
— — — —
— — — —
— — — —
0 — — —
0 — — —
1 — — —
1 — — —
1 0 — —
1 0 — —
1 1 — —
1 1 0 —
1 1 1 —
1 1 1 —
2 1 1 0
2 1 1 1
2 2 1 1
2 2 2 1
3 2 2 1
3 3 3 2
3 3 3 3





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 and martial weapons, light armor, medium armor, and shields.
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 4rd level, +3 at 8th level, +4 at 12th level, and +5 at 16th level).
Spells: Beginning at 4th level, a arcane archer gains the ability to cast a small number of arcane spells, which are drawn from the sorcerer/wizard spell list. A arcane archer must choose and prepare her spells in advance.
To prepare or cast a spell, a arcane archer must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a arcane archer’s spell is 10 + the spell level + the arcane archer’s Intelligence modifier.
Like other spellcasters, a 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 n 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 does not incur a chance for arcane spell failure from wearing light armor. Armor heavier than light and shields follow normal rules for arcane spell failure.
A arcane archer prepares and casts spells the way a Wizard does, a arcane archer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the arcane archer decides which spells to prepare.
Through 3rd level, a arcane archer has no caster level. At 4th level and higher, her caster level is one-half her arcane archer level.
Spellbooks: A arcane archer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all arcane archer can prepare from memory.
A arcane archer begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus two 1st-level spells of your choice. At each new arcane archer level starting at 4th, she gains one new spell of any spell level or levels that she can cast (based on her new arcane archer level) for her spellbook. At any time, a arcane archer can also add spells found in other arcane archers or wizards’ spellbooks to her own.
Imbue Arrow (Sp): At 6nd 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.
Imbue Bow (Su): At 6th level, an arcane archer gains the ability to fuel her own spells into her weapon. As a free action, the arcane archer can lose a 1st level prepared spell to give a bow an magical ability of +1 equivalent such as the flaming or shocking ability. The enhancement lasts for a number of rounds equal to the arcane archer’s class level. The enhancement disappears if the bow leaves the possession of the arcane archer or if this ability is used an additional time before the duration ends. When the archer is able to cast higher level spells, the weapon enhancement also increases. For example, an 8th level arcane archer could lose a 2nd level spell to give her bow any magical ability of +2 value or two +1 magical abilities.
Seeker Arrow (Sp): At 10th 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 14th 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 18th 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 20th 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 = 10 + ˝ class level + intelligence 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.
Nephlite

02-22-05, 04:22 PM
I had a thought about turning some of the prestige classes into actual core classes with few changes. Let me know what you think and I'll try a few more.

ARCANE ARCHER
Race: Elf or Half Elf
Alignment: Any
Hit Die: d8.
Age: As Wizard
Starting Gold: As Ranger

First, Racial issues are so 2.0 :P
Everything else is fine. So what is your rationale by saying only they can be it?

Class Skills
The arcane archer’s class skills (and the key ability for each skill) are 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) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Look it needs Profession for a good base class. Prc don't care because by than you have a life hobby or job. Other than that fine.


Table: The Arcane Archer
-----
Level BAB F R W Special
1st +1 +2-+2-+0 Enhance arrow +1
2nd +2 +3-+3-+0
3rd +3 +3-+3-+1
4th +4 +4-+4-+1 Enhance arrow +2
5th +5 +4-+4-+1
6th +6/+1 +5-+5-+2 Imbue arrow, Imbue Weapon
7th +7/+2 +5-+5-+2
8th +8/+3 +6-+6-+2 Enhance arrow +3
9th +9/+4 +6-+6-+3
10th +10/+5 +7-+7-+3 Seeker arrow
11th +11/+6/+1 +7-+7-+3
12th +12/+7/+2 +8-+8-+4 Enhance arrow +4
13th +13/+8/+3 +8-+8-+4
14th +14/+9/+4 +9-+9-+4 Phase arrow
15th +15/+10/+5 +9-+9-+5
16th +16/+11/+6/+1 +10-+10-+5 Enhance arrow +5
17th +17/+12/+7/+2 +10-+10-+5
18th +18/+13/+8/+3 +11-+11-+6 Hail of arrows
19th +19/+14/+9/+4 +11-+11-+6
20th +20/+15/+10/+5 +12-+12-+6 Arrow of death




— Spells per Day —
1st 2nd 3rd 4th
— — — —
— — — —
— — — —
0 — — —
0 — — —
1 — — —
1 — — —
1 0 — —
1 0 — —
1 1 — —
1 1 0 —
1 1 1 —
1 1 1 —
2 1 1 0
2 1 1 1
2 2 1 1
2 2 2 1
3 2 2 1
3 3 3 2
3 3 3 3




First, Enchant arrow should be gained at level 3 I think. At level one all arrows unleashed are considered masterwork for hit.
Enchant +2 should be level 5, +3 gained at 8 as normal and so on.
Why would you imbue bow when arrows are magical. Okay I see it gives abilities like flaming
Other than that it seems okay.

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 and martial weapons, light armor, medium armor, and shields.
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 4rd level, +3 at 8th level, +4 at 12th level, and +5 at 16th level).

As I said, level 1 is pretty strong. Make it level 3 for +1 bonus and +2 bonus at level 5.
At level 1 the arrows are considered masterwork.(+1 hit)

Spells: Beginning at 4th level, a arcane archer gains the ability to cast a small number of arcane spells, which are drawn from the sorcerer/wizard spell list. A arcane archer must choose and prepare her spells in advance.
To prepare or cast a spell, a arcane archer must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a arcane archer’s spell is 10 + the spell level + the arcane archer’s Intelligence modifier.
Like other spellcasters, a 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 n 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 does not incur a chance for arcane spell failure from wearing light or medium armor.
A arcane archer prepares and casts spells the way a Wizard does, a arcane archer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the arcane archer decides which spells to prepare.
Through 3rd level, a arcane archer has no caster level. At 4th level and higher, her caster level is one-half her arcane archer level.
Spellbooks: A arcane archer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all arcane archer can prepare from memory.
A arcane archer begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus two 1st-level spells of your choice. At each new arcane archer level starting at 4th, she gains one new spell of any spell level or levels that she can cast (based on her new arcane archer level) for her spellbook. At any time, a arcane archer can also add spells found in other arcane archers or wizards’ spellbooks to her own.

Whoa, you are telling me they can cast armor spells in Mithral Full plate? It is considered meduim for all intents like that. That by itself is powerful.

Imbue Arrow (Sp): At 6nd 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.
Imbue Weapon (Sp): At 6nd level, an arcane archer gains the ability to fuel her own spells into her weapon. As a free action, the arcane archer can lose a 1st level prepared spell to give a bow an magical ability of +1 equivalent such as the flaming or shocking ability. The enhancement lasts for a number of rounds equal to the arcane archer’s class level. The enhancement disappears if the bow leaves the possession of the arcane archer or if this ability is used an additional time before the duration ends. When the archer is able to cast higher level, spells, the weapon enhancement also increases. For example, an 8th level arcane archer could lose a 2nd level spell to give her bow any magical ability of +2 value or two +1 magical abilities.

Name it Imbue Bow since that is what it is. So the bow might by nonmagical and yet flaming? Cool, but I guess okay.

Seeker Arrow (Sp): At 10th 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 14th 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 18th 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 20th 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 = 10 + ˝ class level + intelligence 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.
Overall, a very powerful class. Especially with cast in meduim armor and Imbue Bow (weapon whatever).

I'm not positive that it is balanced... maybe... it is like a Dwarf or a Gray Elf.(very powerful LA+0)
spawnofchaos

02-22-05, 04:34 PM
Very cool, but I would add some archer oriented feats. Otherwise you could just Take 9 levels of Ranger, 1 level of Wizard, and 10 levels of AA.
Mirror, Mirror

02-22-05, 06:21 PM
I would get rid of the Elf, Half-Elf requirement, make them spont casters with Bard casting stats, access to the wiz/sor spell list, limit them to casting in light armor, and allow the Enhance arrow ability to do more than just add plusses. Let it add any ability listed as +x equivelant at a cost. So to make flaming arrows, you need a +2 Enhance arrow ability. Flaming burst needs +3 and so on. No vorpal arrows :D
:twocents:
eggplantm

02-23-05, 09:04 AM
Okay, I agree with a lot of what has been said.

I agree about limiting the casting to light armor only. Mithril full plate is going too far.

I'll add profession as a class skill.

The ability will be changed to "Imbue Bow". It makes more sense.

I'm not going to change the spell casting to the bard progression. That with a full attack bonus is too good.

The idea of the class is that the arcane archer can fuel arcane power into his bow using enchant arrow and imbue bow to make the bow the most versatile magic weapon. He never needs to buy magic arrows and he never needs to really enchant the bow. He uses his spells for that.

I'll remove the elf/half-elf requirement though I really didn't have a problem with that. Some classes will only accept you if you have a certain alignment, why not a race-specific class?
klode_me

02-23-05, 09:37 AM
Okay, I agree with a lot of what has been said.

I agree about limiting the casting to light armor only. Mithril full plate is going too far.

I'll add profession as a class skill.

The ability will be changed to "Imbue Bow". It makes more sense.

I'm not going to change the spell casting to the bard progression. That with a full attack bonus is too good.

The idea of the class is that the arcane archer can fuel arcane power into his bow using enchant arrow and imbue bow to make the bow the most versatile magic weapon. He never needs to buy magic arrows and he never needs to really enchant the bow. He uses his spells for that.

I'll remove the elf/half-elf requirement though I really didn't have a problem with that. Some classes will only accept you if you have a certain alignment, why not a race-specific class?

Maybe make the alignment: any chaotic, then they are a litle toward the elfs and half-elfs.
eggplantm

02-23-05, 09:47 AM
Maybe make the alignment: any chaotic, then they are a litle toward the elfs and half-elfs.

Nah. I try to stick close to the original prestige class. I'm pretty happy with the way it looks now. I just need to add a little backstory to explain how any race can take the class.

Would anyone like to see another prestige class made into a core class?