Balancing the Arcane Archer for my campaign [Archive] - Wizards Community

Post/Author/DateTimePost
DarkStevenson

11-22-03, 09:50 PM
I am playing a campaign were the players can create quivers of arrows (or bolts) with an enhancement bonus up to 5. Their ability is that each arrow drawn from that quiver (which has been there for at least a minute) is given an enhancement bonus equal to that of the quiver. The cost for such a quiver is double that of the normal weapon (though I'm toying with the notion of making it equal)
My problem is that a ranger I have wants to be an arcane archer and even though he doesn't mind the change I am feeling I have underpowered the arcane archer in this way since I have substituted in this way half of the arcane archer's benefits with money. In order to balance him again I've thought of giving the arcane archer +1 spellcasting level per three arcane archer levels (3,6,9,12 etc) or maybe even four but some of the other players are arguing that that will make him overpowered (I'm running a mixed campaing with evil and good characters so everyone fears that some sort of PvP will start at any moment [which is really fun by the way because I have managed to play 3 sessions so far without preparation just by giving them a reason to fight :devil: ] ) so what do you think I should do. The player making the arcane archer doesn't mind making no changes but I think I should reward him since he is also a good role player. What would you do? do you think I could/should give him some other benefit? and if so what?

in case this helps here is my current party
Elf Ranger 6/ Abjurer 1 (the one who wants to be an arcane archer) True evil
Human Cleric 7 of Pelor True Good
Halfling Sorcerer 6 Chaotic Evil (the one who complains a lot)
Half Gold dragon Half human Fighter 4 Chaotic Good
Githzerai Monk 6 Lawful Evil (though she is about to change to Lawful Neutral)
Dwarf Fighter 6 Chaotic Neutral
Bait the Bard

11-23-03, 04:05 AM
Well, to me that would be balanced (giving them +1spellcaster lvl per 3 lvls).
If he doesn't mind having a different prestige class with the same idea you could check out the Prestige Class boards, located > here < (http://boards1.wizards.com/forumdisplay.php?s=&forumid=23)

- the annoying bard
sparkster4242

11-23-03, 04:09 AM
Heres the advice i would give:

1) Enchant Arrow ability is fine, leave it as-is. You havent said if you are using 3 or 3.5; he could spend the money he saves not buying that quiver on either a +5 or a +1 multi-elemental bow...

2) Imbue arrow is much better if you allow it to use spells that arent area-effect. Also, if the AA had _some_ kind of spell progression, this would be a much more useful ability.

3) Seeker arrow. eh. One single arrow per day that almost never misses, and takes a standard action to fire? I would bump this up to once per day per AA level. By the time a character gains this ability, it should represent only a small fraction of the arrows he goes thru in a day :P

4) Phase arrow is almost perfect as-is. Perhaps bump it up to once per day per 2 AA levels.

5) Hail of arrows. Once per day, the AA can yell and scream saying 'Im a target, come kill me!' Useful for (small) swarms of 1HD and lesser enemies. I would change it to 'May fire 1 arrow per AA level at any combination of enemies within range at highest Base Attack. My version, leave at 1 per day, or perhaps 1 per day per 5 AA levels. On second thought, once per day is fine. That way it doesnt get too outrageous in epic play :P

6) Arrow of death is kinda nifty, for that short sweet time between getting it and watching it become useless in epic play. Either make the save DC scale (10 + AA level, perhaps) or make it a once per day spell-like ability rather than an item-creation ability.

Of course, it might be simpler just to give the class a 1/2 spell progression, make that Arrow of death DC scale properly, and leave everything else where it is :P
chris7476

11-23-03, 11:06 AM
You can check my site (see sig) for my AA revision.