Arcane Archer (possible fixes) [Archive] - Wizards Community

Post/Author/DateTimePost
WiltChamberlain

03-24-06, 08:20 AM
In my campaign we use a house rule that enchantment boni (i know its not a word) on bows are for attack and enhancement boni on arrows are for damage.

Given that, is the Arcane Archer a more attractive class? Is there still a better way to gain similar abilities?

What possible fixes could you suggest?

I'm thinking of adding +1 spellcaster level every other level... or every third level.

Thoughts?
Saturno

03-24-06, 09:41 AM
In your campaign archers are gimped, then adding a spellcaster lvl every 2 or 3 lvl of arcane archer can be a good idea for balance it.
Otherwise, you could consider to give him a +1 on the arrow enchant for every lvl instead for every 2 (yes, total arrow enanchment +10, but it's only a +10 to the damage in your campaign, and it can achieve it too if you have used the normal rule).
haste9

03-24-06, 02:54 PM
In our games, we altered the AA so it lost Enchant Arrow +X and replaced it with +1 spells every other level (start at 1st) and a new Enchant Ability.

AA can sacrifice a spell prepared or known (if sorcer or bard) to gain +X to hit and +Xd4 to damage. X being the level of the spell sacrificed. In addition, all arrows fired are considered magic for overcoming damage reduction.
solbergb

03-24-06, 03:27 PM
Given that, is the Arcane Archer a more attractive class?

The easiest way is to ban the spell "Greater Magic Weapon" from the game.
bob_the_great

03-24-06, 04:34 PM
*edit* nevermind, upon rereading the original post i realized that its just a horrible house rule that i have a problem with. with that rule arcane archer remains fine as-is i guess, all archery just blows a little more.

turns out the only useful thing i have to add is that the word you are looking for is 'bonuses'
WiltChamberlain

03-24-06, 04:46 PM
Archery wasn't gimped to make the AA better. It is a long standing house rule that began back in 3.0 when archery was horribly overpowered. I also believe that is how bow/arrow bonuses (HAPPY!) worked in previous editions.

DM- you find 60 +1 arrows
PLAYER 1- sweet... I toss them on the campfire since I already have a +1 bow. this should keep us warm boys!
PLAYER 2- isn't this a low magic world?
ClementWillowbreaker

03-24-06, 06:37 PM
All of these AA threads after my revised class falls off the front pages...just the thing to fix them. Apparently I should have waited two weeks to post it...
WiltChamberlain

03-25-06, 12:20 AM
I searched back about a dozen pages and didn't notice anybodies fix for this class.
Linkrulesx10

03-25-06, 06:43 AM
What about only taking two levels in it and taking eldritch night the rest of the way... not a fix but makes it playable...
ManTimeForgot

03-25-06, 07:04 AM
What kind of moron burns perfectly good ENCHANTABLE arrows?!


If a party member in one of the games I was in burned +1 arrows I would have him shot. With his own bow if possible because I would appreciate the poetic justice. If not possible I would reverse gravity, gate him into a black hole or if that is out of the question the negative energy plane. Preferably while he was naked, starving, and terrified.


That is just stupid and wasteful and angering in a way that I can scarcely begin to convey! :headexplo

MTF
ClementWillowbreaker

03-25-06, 01:15 PM
I searched back about a dozen pages and didn't notice anybodies fix for this class.

That would be because it is in the PrC subforum, like this thread should be.

Arcane Archer
Requirements:
Base Attack Bonus: +6
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)
Spells: Able to cast 1st level arcane spells

Class Features:
Hit Die: d6
Class Skills: Craft, Hide, Knowledge (arcana), Listen, Move Silently, Ride, Spellcraft, Spot, Survival, and Use Rope
Skill Points at Each Level: 4+Int modifier
BAB: 3/4
Saves: Poor Fortitude, Good Will, Poor Reflex.
Weapon and Armor Proficiency: Arcane archers gain no weapon or armor proficiencies.

Enhance Arrow (Su): As DMG at 1st level.

Imbue Arrow (Sp): As DMG at 1st level (with the clarification this only changed the range at which their centers can be chosen, so that no one can think spells like Burning Hands create 1000ft cones because their range changes to that of the bow).

Spells per Day/Spells Known: +1 level of existing arcane spellcasting class at 2nd level and each even level afterwards. Standard PrC feature we all know and love.

Enchant Arrow (Su): At 3rd level, an arcane archer can imbue any arrow she fires with a weapon special ability in place of some of the enhancement bonus granted by her Enhance Arrow ability. This requires 15 minutes of concentration (with requirements similiar to preparing spells), and the modified enchantment lasts for one hour per arcane archer class level, or until she dismisses it as a standard action. When the modification ends, her arrows regain their normal enhancement bonus.

The arcane archer may modify her arrows with any one special ability that can be placed on ammunition and is a +X equivalent bonus, chosen during the ritual. She subtracts the ability's effective bonus from the enhancement bonus of her arrows, but the arrows must retain at least a +1 enhancement bonus (as for normal magic arrows). For example, a lvl5 arcane archer that normally fires +3 arrows may instead select +1 flaming burst arrows or +2 merciful arrows (both +3 equivalent arrows) selected during her ritual. The arcane archer must meet the caster level, spell, and other requirements specified by the special ability, although she does not need Craft Magic Arms and Armor, and unlike magic weapons created by normal means, she need not spend experience points or gold pieces to accomplish this task. Spells required for crafting the special ability are expended as if cast during the ritual as normal for crafting.

At 7th level, the arcane archer may enchant her arrows with two enchantments, under the same requirements as above.