| Post/Author/DateTime | Post |
|---|---|
| Jetstream10-17-07, 07:44 PM | Hey y'all. I've been working on a little something that might see use in a game sooner or later. You see, I really love the Arcane Archer. It's flavor is very interesting and I always wanted to play one... Of course, they're really lame in practice, aye? Well, I think I've come up with something spiffy that might fix the problem. It no longer resembles the Arcane Archer in too many ways, but it retains the general undertone with some abilities (mostly copied and slightly altered from later classes), that I think work better. So, I hope you enjoy. Without further adieu... Arcane Archer Redux PREREQUISITES Race: Any. Race requirements are silly. Alignment: Any. Base Attack Bonus: +5. Skills: Concentration 5 ranks, Knowledge (arcana) 3 ranks, Spellcraft 5 ranks. Feats: Combat Casting, Point Blank Shot, Precise Shot, Weapon Focus (Any bow). Spells: Ability to cast 1st-level arcane spells. Hit Die: d8. Class Skills: The archer's class skills (and key abilities for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Cha), Ride (Dex), Search (Int), Spot (Wis), Spellcraft (Int), Survival (Wis), Tumble (Dex) Skill Points at Each Level: 4 + Int modifier. Class Features: Base Atk Fort Ref Will Level Bonus Save Save Save Special Arcane Spells 1st 1 0 2 2 Armored Mage - 2nd 2 0 3 3 Imbue Arrow (Area) +1 level of existing class 3rd 3 1 3 3 Bonus Feat +1 level of existing class 4th 4 1 4 4 - +1 level of existing class 5th 5 1 4 4 Greater Weap. Focus - 6th 6 2 5 5 Bonus Feat +1 level of existing class 7th 7 2 5 5 Imbue Arrow (Touch) +1 level of existing class 8th 8 2 6 6 - +1 level of existing class 9th 9 3 6 6 Bonus Feat - 10th 10 3 7 7 Arcane Infusion +1 level of existing class Spells per Day/Spells Known: At each level an arcane archer gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an arcane archer, she must decide which class to add each level for the purpose of determining spells per day and spells known. Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures which can cause her spells to fail (if those spells have somatic components). An arcane archer's specialized training, however, allows her to ignore spell failure as long as she sticks to light armor. This training does not extend to medium or heavier armor, nor to shields. This ability applies to only one spellcasting class which must be selected upon taking first level in the prestige class and cannot be changed. Imbue Arrow: At 2nd 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. At 7th level, the arcane archer can use a standard action to cast any that she knows with a range of touch upon an arrow and deliver the spell via a ranged attack. If the ranged attack is successful, the attack deals damage normally; then the effect fo the spell is resolved. In the case of both these abilities the spell must have a casting time of 1 standard action or less. Bonus Feat: Starting at 3rd level and every continuing every three levels thereafter an arcane archer gains a bonus feat which must be selected from the following list: Dead Eye, Deadeye Shot, Far Shot, Greater Spell Penetration, Improved Mounted Archery, Improved Precise Shot, Manyshot, Mounted Archery, Mounted Combat, Penetrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid Reload, Rapid Shot, Sharp Shooting, Shot on the Run, Spell Penetration Greater Weapon Focus: At leve 5 the arcane archer gains the Greater Weapon Focus feat for any bow for which she has Weapon Focus, regardless of whether she meets the prerequisites. Arcane Infusion: Beginning at 10th level, an Arcane Archer can infuse arcane spell power into her bow, temporarily enabling it to deal extra energy damage. To use this ability a mage must lose a prepared arcane spell from memory (or give up a potential spell slot for the day if he is a spontaneous caster). The arcane archer chooses an energy type (fire, cold, electricity or acid) when this ability is activated. All ammunition fired by the bow deals an extra 2d6 of damage of the chosen energy type. This effect lasts for a number of rounds equal to the half the level of the spell sacrificed (round up). Multiple uses of this ability don't stack, even if different energy types are chosen. Using this ability is a swift action that does not provoke attacks of opportunity. |
| Jetstream10-18-07, 01:51 AM | Just in case reserve space. |
| Jetstream10-18-07, 02:14 AM | Bloody... This is on the wrong forum isn't it? My bad. I'd delete it from here if I could. I didn't notice the PrC Sub-Forum. Sorry ya'll. |