| Post/Author/DateTime | Post |
|---|---|
| seekanddestroy07-01-03, 12:32 AM | Does anyone know how the 3.5 AA is going to be different from 3.0. From what I have seen no one really likes the 3.0 version, and I don't know why. How could you not like having +5 arrows later on. Also what kind of house rules do you think could be used to make the build better but not overpowered. |
| Lokathor07-01-03, 01:05 AM | Originally posted by seekanddestroy How could you not like having +5 arrows later on. Because you get that at level 16 at the earliest. A level 15 Cleric can do the same thing, they have a full caster progression (rather than one level of Wiz/Sorc), and the arrows from the cleric are considdered blessed if it's a good cleric. Also, people besides the cleric can use the enchanted arrows. People besides the AA can't. |
| WyvernSlayer07-01-03, 01:28 AM | yeah, the save dc's for the death arrow blow too. The other arrows are actually quite nice, and so are the saves and full BAB. Epic is where the arcane archer really shines though.:cool: |
| seekanddestroy07-01-03, 10:41 AM | What changes happens to the AA when he or she goes epic? |
| Funny Slaughter07-01-03, 12:44 PM | the arrows continue to get higher enhancement-boni. a really cheap way to get +10-arrows, and not easily duplicated by a cleric or wizard. gs Funny |
| grey muse07-01-03, 12:48 PM | Ja. In all likelihood, the AA isn't going to change much, but they'll nerf GMW (probably 1 min/level, like the stat buffs) which will make the class more attractive. grey muse |
| Kith Kanan07-01-03, 12:49 PM | Well they better do something for this PrC in 3.5. I asked Andy on the 3.5 Q&A thread, but all he mention was the nerf for Greater Magic Weapon. GMW is now +1/4 levels instead of +1/3. That makes the AA only marginally better than GMW at high levels. However, with the new 'enhancement bonus from bows and arrows doesn't stack' rule, the AA becomes far worse than it was in 3.0. I've always liked the idea of this PrC, but as things stand right now, it's going to be a totally useless PrC. Maybe they gave it 1/2 spell progression or the ability to stack bow and arrow enhancement bonus or something. I kind of doubt it though. |
| Neonsamurai07-01-03, 12:52 PM | GMW and MV are still 1hour/level but the enhancement bonus progression is now 1/4 and not 1/3 levels, thus you will gain +5 weapons at 20th level and not at 15th ... |
| grey muse07-01-03, 12:58 PM | Really? Hmm. Maybe that means the AA will change. Or maybe it just means it will still suck. grey muse |
| Bond, James Bond07-01-03, 01:21 PM | Originally posted by Kith Kanan However, with the new 'enhancement bonus from bows and arrows doesn't stack' rule, the AA becomes far worse than it was in 3.0. How`s that? Get your +1 flaming-acidic-bursting-whatever bow and fire your +10 arrows with it. So I really dont see how the new no-stacking rule should harm the AA. It just seriously hurts the cleric archer (and wiz/sorc if there where any), so AA automaticially shines more in comparison. |
| Kith Kanan07-01-03, 02:41 PM | Originally posted by Bond, James Bond How`s that? Get your +1 flaming-acidic-bursting-whatever bow and fire your +10 arrows with it. So I really dont see how the new no-stacking rule should harm the AA. It just seriously hurts the cleric archer (and wiz/sorc if there where any), so AA automaticially shines more in comparison. Or get your +1-whatever bow and cast GMW on the arrows or the bow itself. It hurts the AA just as bad as the cleric archer. It still doesn't make the AA shine much more in comparison until Epic levels. Char. Level___GMW___AA -------+-------+------ 8th_____+2____+1 10th____+2____+2 12th____+3____+3 14th____+3____+4 16th____+4____+5 20th____+5____+5 So the class doesn't break even until 10th level and doesn't start to shine until 14th. Never at pre-epic levels does the AA climb more than 1 enhancement bonus above GMW. Still not so good. And the class remains a 1 trick pony. With the no stacking of bows & arrows as well as bows enhancement bonus now counting towards overcoming DR, arcane archers suck worse than they did before. They can't achieve as high an overall enhancement bonus and they're 1 real ability is easily duplicated by a single magic item. Before it was expensive to invest in magic arrows. 50 enchanted arrows cost as much as an equally enchanted bow. Plus you could easily go through that many arrows in an adventure. Unfortunately, only the enchantment on the arrow counted for overcoming DR, so you really needed some way to get enchanted arrows. AA was one way to do this, but it was a poor choice next to GMW. Now it's still a poor choice until 14th level (and then only a +1 better choice until EPIC which most campaigns don't bother with anyway). But AA is even worse of a choice overall because it no longer matters where the enhancement bonus comes from, your bow or your arrows. So a bow +5 (although rare and probably a poor choice next to your +1bow of flaming-frost-holy-whatever) now does everything the AA does. Personally, I'll go with the +1 magic bow of whatever, enhance that with GMW and pick up a PrC that actually yields some real benefits. At very best the AA is worth an extra +1 and at many levels it's not even worth that. |
| RabidWeasel07-01-03, 05:42 PM | FTR 1/wis 5/EK 10/AA 2/PrC 2 seems like it would be a decent build, especially if manyshot is allowed to function with imbue arrow (so you get to imbue without losing attacks). |
| greymouse07-01-03, 05:54 PM | The new Dungeon ,covering the incursion has an 7th levelAA in it based on the upcoming stuff. If you have the mag. turn to page 126. From what I can tell: 8hd enhance arrow +4 by 7th level still no caster progression phase arrow 1/day at 7th seeker arrow 1/day at 7th imbue arrow still a fort/reflex save Same BaB +1 So, based on this I'm not seeing too many changes coming to the AA.:( |
| Funny Slaughter07-01-03, 07:24 PM | if they would at least read these boards and get the DC-rules chris(withthemanynumbers, hehe), me and some others made. having fixed DCs is really a big drawback, especially for the AA. but anyhow, i think the AA needs some tuning in 3.5, no change here... gs Funny |
| Snow Savant07-01-03, 09:11 PM | No matter what the final outcome on the AA is, a 2 level dip in it for a dedicated Archer Magi is always worth the investment. Imbue Arrow is the gem of the PrC. Snow |
| seekanddestroy07-01-03, 11:47 PM | Thanks for all the responses. Based on the info it looks like it may be OotbiI for me. |
| Bloodstone07-02-03, 01:13 AM | Imbue Arrow is the gem of the PrC. while I generally agree, you really have to think about this one to make it work. The max range of a normal composite long bow is 1100 ft. The range of a normal fireball cast by a Wizard 18/ AA 2 is 1120 ft. For a 20th level caster it's a nice round 1200 ft... so to make imbue arrow worth it you need: -lots of good area spells that normally have a range of less then 400 ft+ 40 ft/level... -either the far shot feat (max range 1650 ft), the distance enchantment (2200 ft) or both (2750 ft). You need to be in a campaign that supports taking shots at over half a mile away to really make that sort of range worth it. In your typical dungeon crawl this amounts to a ho-hum sort of trick more often then not and you gave up two 9th level spells to do it... |
| Strutinan07-02-03, 06:04 AM | I altered the Arcane Archer (and many of the other core PrCs) for Lands of Molokai. While most just got a minor tweak or two, the AA had to be massively reworked. heres a quick run-down of the major points: ARROW OF DEATH Altered the mechanic and made it a FIRST-LEVEL ability! Now it allows the character to reduce his Imbue Arrow by a point for the rest of the day, in order to grant Negative Levels equal to his AA level. Cha-based save to remove them. HAIL OF ARROWS Moved this down to 3rd-level. C'mon folks, at 1/day this is a pretty lousy ability. IMBUE ARROW Mechanic now allows the character to use it so that it will transmit full area-effect spells, and even caster-only spells (ouch! thanks!) OTHER "ARROW" ABILITIES Altered them so that they now work as often as you want, but require you sacrifice a spell slot every time you want to use them! ETERNAL ARROW At 8th-level, the character automatically produces an arrow whenever he draws a bow, but the arrow vanishes after 2 rounds. MYSTIC ARROWS The character's arrows now have the Ghost touch ability, but he has to wait until 10th-level for this ability. SPELLCASTING +3 caster levels, so you get a little more to pay for all those "arrow" spell slot costs! |
| Bond, James Bond07-02-03, 08:19 AM | Originally posted by Kith Kanan Or get your +1-whatever bow and cast GMW on the arrows or the bow itself. It hurts the AA just as bad as the cleric archer. It still doesn't make the AA shine much more in comparison until Epic levels. Right, the AA isnt the best class for an archer pre epic, I never claimed it to be otherwise, BTW. But thats not the point: The Removal of the stacking rule hurts the cleric far more: cleric 3.0: bow +1 of whatever + GMW on bow + GMW on arrows. cleric 3.5: bow +1 of whatever + GMW on either bow or arrows AA 3.0 and 3.5: bow +1 of whatever + AA arrows So, while the AA just lost the benefit of adding his bows +1 enhancement bonus to his magic arrows, the cleric lost one times his complete GMW bonus. Ergo, concordantly, the cleric (and wiz/sorc) was hurt most by this rule change. |
| Kith Kanan07-02-03, 11:32 AM | Originally posted by Bond, James Bond So, while the AA just lost the benefit of adding his bows +1 enhancement bonus to his magic arrows, the cleric lost one times his complete GMW bonus. Ergo, concordantly, the cleric (and wiz/sorc) was hurt most by this rule change. Understood. I agree that this weakens the cleric archer significantly. Remember though that the AA can and should have had his cleric or wizard buddy (or even himself if he went for a higher caster level build) cast GMW on the bow, leveling the enhancement playing field some. My point was that the arcane archer isn't any more viable in 3.5 because of the no stacking rule AND the bow's enhancement bonus counting towards DR. There's really no reason to get magic arrows at all anymore because of their high cost and relative expendability. The AA does pick up a slight (+1) edge over GMW between 14th and 19th level, which it did not have in 3.0. Unfortunately, that hardly makes the class a good option until epic levels. |
| LinaInverse07-02-03, 12:05 PM | I'm currently playing an Arcane Archer. Our campaign is staying with 3.0 (no desire to shell out $100/head). That said, our party has no clerics, paladins or druid. So GMW is not an option. Under those circumstances, I've found the AA fairly decent; I regularly do the most damage of our entire party (currently around 8th-9th). |
| Bond, James Bond07-03-03, 07:48 AM | Originally posted by LinaInverse Under those circumstances, I've found the AA fairly decent; I regularly do the most damage of our entire party (currently around 8th-9th). Yes, though the AA is (still) worse than the cleric archer or any deepwod sniper/ peerless archer mix, Archers in general are very powerful in 3.0 compared to 2.0 (mighty bows, excellent feats like pbs or rapid shot). Heck, even a ranger/fighter with a bow (no prc) usually deals more damage than straight melee characters. 3.5 seems to weaken the archer somewhat, but that seems fair to me. |
| LinaInverse07-03-03, 11:48 AM | Originally posted by Bond, James Bond Yes, though the AA is (still) worse than the cleric archer or any deepwod sniper/ peerless archer mix, Archers in general are very powerful in 3.0 compared to 2.0 (mighty bows, excellent feats like pbs or rapid shot). Heck, even a ranger/fighter with a bow (no prc) usually deals more damage than straight melee characters. 3.5 seems to weaken the archer somewhat, but that seems fair to me. Read my original post again. In my current campaign, we have no clerics. No one in our party was willing to play one (nor a Druid nor Paladin either for that matter). So this character will not have regular access to GMW. And more and more, we're facing enemies with DR, so without the AA, he'd be royally screwed. |
| Setanos07-03-03, 01:44 PM | Read my original post again. In my current campaign, we have no clerics. No one in our party was willing to play one (nor a Druid nor Paladin either for that matter). So this character will not have regular access to GMW. And more and more, we're facing enemies with DR, so without the AA, he'd be royally screwed. No Wizards either? |
| LinaInverse07-03-03, 03:38 PM | We have a Sorcerer who doesn't feel like burning one of his precious slots for GMW (which I can't really blame him for, given the limited slots a Sorc gets). We also have a Wizard/Monk who's roughly 4/4, and concentrating on the Monk side for the foreseeable future. So to answser your query, no we really don't have much of a Wizard either. So, given my admittingly unusual party circumstances, the AA helps me out quite a bit. Round-for-round, I outdamage everyone else in my party. |
| Lord_of_Omnipotence02-25-06, 03:08 PM | No divine casters? You guys must spend boatloads of gold pieces on healing potions... Anyway, a friend of mine recently tried playing an arcane archer, and was rather pleased with the results. He did the 2nd most damage of the party (we had an ogre barbarian with max'd out str) and was invaluable for taking out spellcasters who enjoyed staying out of melee range. The arcane archer is far from useless. |