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| #1The_StraySep 01, 2008 11:00:40 | One of my players asked me to make an Arcane Archer-flavored Paragon Path, as she wanted to play an AA in 3.5 and never got the opportunity. I've given it some thought, and then made up this rough draft. But I need some constructive criticism about the powers, as this will be my first attempt at making a 4th ed. Paragon Path. So, any thoughts? Arcane Archer "Think I'm just an archer, do you? I've got a little surprise for you…" Prerequisite: Ranger class, proficient with bows, one power from the Arcane Power Source It is said that during the war with the Seven Fallen Devil Lords, the elves perfected the art of imbuing their arrows with arcane power. You have rediscovered this ancient art, and can now blend raw elemental forces with the graceful lethality of your bow. Arcane Archer Path Features Arcane Archer Implement (11th level): Your bow counts as an implement for your arcane powers. Your bow adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. Once per encounter, when using your bow as an implement, you may add your weapon proficiency bonus to a single attack roll of a standard action attack and you may substitute your weapon's range for the range of any ranged arcane power. Seeker Arrow (11th Level): When you spend an action point to take a an extra action, your weapon attacks with a bow gain a +4 bonus to hit and ignore cover and concealment but not total concealment or superior cover until the start of your next turn. Enchanted Arrows (16th level): You create magic arrows for your bow. You gain a +2 bonus to damage on attacks made with your bow and on a critical hit the target suffers an additional 10 ongoing damage (save ends). Your arrows are for personal use only and vanish instantly when not in your possession, you don't rely on bought ammunition anymore. Arcane Archer Exploits Phase Arrow Arcane Archer Attack 11 Your foe's grin fades as the arrow you shot passes harmlessly through the barrier he was counting on to block it. Encounter ✦ Martial, Arcane, Force, Weapon Standard Action Ranged weapon Requirement: You must be wielding a bow. Target: One creature Attack: Dexterity vs. Reflex Special: As long the creature is within normal range of your weapon, you gain line of effect to it, even if you wouldn't normally due to obstacles. You do not suffer any attack penalties due to cover or superior cover for this attack, though concealment penalties still apply. Hit: 3[W] + Dexterity modifier force damage. Imbue Arrow Arcane Archer Utility 12 You infuse your arrows with elemental magic energy. Encounter ✦ Arcane, Martial; Cold, Fire, Lightning, Poison, Necrotic, Radiant, or Thunder Minor Personal Effect: Choose one of the following Cold, Fire, Lightning, Poison, Necrotic, Radiant, or Thunder. Your ranged weapon attacks with a bow inflict that type of damage in addition to any other energy types, your attacks might already inflict until the end of your next turn. Arrow of Death Arcane Archer Attack 20 You create an arrow made to slay the target outright or at the very least mortally wound it. Daily ✦ Arcane, Martial, Weapon Standard Action Ranged weapon Target: One creature which is your quarry Attack: Dexterity vs. Fortitude Hit: 4[W] + Dexterity modifier damage, and ongoing 10 necrotic damage (save ends). If the target saves, it takes ongoing 5 necrotic damage (save ends). Miss: Half damage, and ongoing 5 necrotic damage (save ends). |
| #2cow-godSep 01, 2008 16:04:18 | I really like it! Well done! To be honest I wouldn't change anything. It is very well balanced. ![]() |
| #3The_StraySep 01, 2008 22:33:23 | Any other opinions? I'd really like some feedback on the Utility and Daily powers, because I don't want to make them too strong, but I don't want them too weak, either, and I'd love to hear some expert opinions on how the abilities stack up against other Paragon Paths. |
| #4wyld_mutationSep 01, 2008 22:54:37 | Trick shot doesn't need the weapon keyword (you aren't actualy attacking with the power) though it's technically an attack power. The lvl 20 daily looks fine. I would also change the entry requirement from "Arcane Initiate" to "Arcane Source" that way other Arcane classes can get in. Just a thought. Looks pretty good. |
| #5countesskathleenSep 02, 2008 4:28:03 | I have been very fond of the Arcane Archer myself, so allow me to share some thoughts. I'm not comfortable with having two Paragon Features which rely on action point expenditure. I'd rework Seeker Arrow since it appears to me as a strange synthesis of Point Blank Shot and the Daily Power of the Lvl 30 item Perfect Hunter's Bow. Also Enhanced Arrow seems prone to inflict massive bleeding fireballs which may be powerful but not all fitting the theme. Although it's not a minor change, consider the following set-up: Arcane Archer "Think I'm just an archer, so you? I've got a little surprise for you…" Prerequisite: Ranger class, archery fighting style and Arcane Initiate feat or Pact Initiate feat It is said that during the war with the Seven Fallen Devil Lords, the elves perfected the art of imbuing their arrows with arcane power. You have rediscovered this ancient art, and can now blend raw elemental forces with the graceful lethality of your bow. Arcane Archer Path Features Arcane Archer Implement (11th level): Your bow counts as an implement for your arcane powers. Your bow adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your bow as an implement. When using your bow as an Implement, you may substitute your weapon's range for the range of any ranged arcane power. Seeker Arrow (11th Level): When you spend an action point to take a an extra action, your weapon attacks with a bow gain a +4 bonus to hit and ignore cover and concealment but not total concealment or superior cover until the start of your next turn. Enchanted Arrows (16th level): You create magic arrows for your bow. You gain a +2 bonus to damage on attacks made with your bow and on a critical hit the target suffers an additional 10 ongoing damage (save ends). Your arrows are for personal use only and vanish instantly when not in your possession, you don't rely on bought ammunition anymore. Arcane Archer Exploits Hail of Arrows Arcane Archer Attack 11 With stunning speed you launch an arrow at several foes at once. Encounter ✦ Martial, Weapon Standard Action Close blast 5 Requirement: You must be wielding a bow. Target: Each enemy in blast Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Imbue Arrow Arcane Archer Utility 12 You infuse your arrows with elemental magic energy. Daily ✦ Arcane, Martial, Stance; Cold, Fire, Lightning or Thunder Minor Personal Effect: Choose one of the following Cold, Fire, Lightning or Thunder. Your ranged weapon attacks with a bow inflict that type of damage in addition to any other energy types, your attacks might already inflict until the end of the Encounter. You may dismiss this effect as a Minor action. Arrow of Death Arcane Archer Attack 20 You create an arrow made to slay the target outright or at the very least mortally wound it. Daily ✦ Arcane, Martial, Weapon Standard Action Ranged weapon Target: One creature which is your quarry Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends). Though others have stated that Arrow of Death can't be done due to the end of save or die effects I found it viable to use Disintegrate as a model for the old Arrow of Death. Having Quarry as a requirement should stunt it's usefulness just enough to avoid total brokeness. Hail of Arrows might seem weak but it's essentially Unstoppable Arrows (Ranger Daily 25) with 1W instead of 3W damage and it's an encounter power. Seeker arrow sure looks powerful but I consider it just on par with the Battle Mage feature. Even though you can Seeker arrow a Hail of Arrows every encounter it should be fine since HoA is only 1W. I have considered even allowing Arcane Archer Implement to add it's weapon proficiency bonus to Arcane powers since you can only have one Arcane encounter power and one Arcane daily anyway but it might have been too much so I added the increased range to augment it's usefulness. |
| #6The_StraySep 02, 2008 5:21:48 | I have been very fond of the Arcane Archer myself, so allow me to share some thoughts. Another person in my gaming group brought up the point about the two action point-based powers not really working. This is the sort of feedback I need. Arcane Archer Path Features I like this...I might go with this, thanks. I might as well just open up the prerequisites, though...I'll leave it open to any ranger who has access to the Arcane power source, which means it also opens up Swordmage and Artificer multiclass builds (once those multiclass feats are available) Hail of Arrows Arcane Archer Attack 11 Needs another name...Hail of Arrows is already taken as a level 27 Ranger power. Also, it needs some sort of magical component, something to give it that Arcane Edge, since this going to be a signature power of the Path. Perhaps a status effect? Imbue Arrow Arcane Archer Utility 12 Is there any reason this is a daily instead of an encounter power? It would seem more useful as an encounter power, methinks. Arrow of Death Arcane Archer Attack 20 Nice. I think we have a winner, here. Thanks muchly! Though others have stated that Arrow of Death can't be done due to the end of save or die effects I found it viable to use Disintegrate as a model for the old Arrow of Death. Having Quarry as a requirement should stunt it's usefulness just enough to avoid total brokeness. Hail of Arrows might seem weak but it's essentially Unstoppable Arrows (Ranger Daily 25) with 1W instead of 3W damage and it's an encounter power. If a player has the Arcane Initiate or Pact Initiate feats, they have an arcane encounter power (one at-will power turned into an encounter power, in fact). But Rangers also aren't keen on Intelligence, since Dexterity is more important to them, and Cha is also kind of a dump stat for them, since they rely more on Wisdom, so they may actually need that proficiency bonus to make their multiclass powers more viable. |
| #7countesskathleenSep 02, 2008 5:44:30 | Needs another name...Hail of Arrows is already taken as a level 27 Ranger power. Also, it needs some sort of magical component, something to give it that Arcane Edge, since this going to be a signature power of the Path. Perhaps a status effect? My, I have obviously overlooked that. Thinking about it, Rangers already have enough multiple-hit powers so the Arcane Archer might not be needed for that. Perhaps the Phase Arrow works better. It would probably be an attack vs Ref which ignores even superior cover and perhaps even total concealment. Is there any reason this is a daily instead of an encounter power? It would seem more useful as an encounter power, methinks. The reason is, that Imbue Arrow is a stance and lasts the whole encounter. Making it an encounter power would essentially give the benefit always and almost for free. As a Daily power you have to choose the fight when it is most needed and adding a damage type is very powerful against creatures that are energy-resistant due to the new way it is applied (A creature with resist Fire 20 hit with Fire + Cold damage applies no resistance at all) If you were to apply the Proficiency Bonus to attack rolls with Arcane Powers I'd restrict it to one attack roll per attack. After all you only aim at one foe directly with your bow before the imbued fireball explodes. Also be aware that some of the features would become increasingly more powerful if the character can somehow know more arcane powers than currently possible via feat multiclassing. |
| #8The_StraySep 02, 2008 6:04:29 | My, I have obviously overlooked that. Thinking about it, Rangers already have enough multiple-hit powers so the Arcane Archer might not be needed for that. Perhaps the Phase Arrow works better. It would probably be an attack vs Ref which ignores even superior cover and perhaps even total concealment. As an encounter power, ignoring both total concealment and superior cover sounds a little much. How about just superior cover? How much damage is reasonable? I'm thinking 2[w] personally, but then it's only slightly better than Shadow Wasp Strike (after errata). The reason is, that Imbue Arrow is a stance and lasts the whole encounter. Making it an encounter power would essentially give the benefit always and almost for free. As a Daily power you have to choose the fight when it is most needed and adding a damage type is very powerful against creatures that are energy-resistant due to the new way it is applied (A creature with resist Fire 20 hit with Fire + Cold damage applies no resistance at all) I suppose that's true, but this is, I think, a war between Flavor and Function. For most monsters, it's not really going to matter much, especially if the ranger isn't necessarily carrying a bow that has a separate elemental attack or using wizard powers anyway. I want the player to feel cool about this imbue ability, and limiting it to once a day feels wrong. If you were to apply the Proficiency Bonus to attack rolls with Arcane Powers I'd restrict it to one attack roll per attack. After all you only aim at one foe directly with your bow before the imbued fireball explodes. Also be aware that some of the features would become increasingly more powerful if the character can somehow know more arcane powers than currently possible via feat multiclassing. OK. how would we word this in the rules text to be simple and yet get the point across? |
| #9countesskathleenSep 02, 2008 6:20:39 | As an encounter power, ignoring both total concealment and superior cover sounds a little much. How about just superior cover? I don't use concealment much in my games so I'm not the best to decide that. For reference, you can already get around sup cover and normal concealment within range of 5 by the use of just a feat (Point blank shot). Single target encounter powers at that level are usually 2W + one Status effect. Targetting Ref instead of AC is already quite an asset and I can't think of a good effect to tie to Phase Arrow so 3W would be simple enough. Or you could just stick some more Wizard/Warlock feeling to it and make it 2W+Dex+Int / 2W+Dex+Int damage instead. Of course you could make Imbue an Encounter power but then I'd lose the stance and make it last until start of next turn instead. I'd consider that weaker since it's probably more likely to be useful in one encounter instead of one time every encounter. As to the proficiency wording: Arcane Archer Implement (11th level): Your bow counts as an implement for your arcane powers. Your bow adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. When using your bow as an implement, you may add your weapon proficiency bonus to a single attack roll of a standard action attack and you may substitute your weapon's range for the range of any ranged arcane power. |
| #10The_StraySep 02, 2008 6:54:17 | Alright, I've made some changes to the class, based on suggestions. I've opened up the prerequisites to any ranger who has a power from an arcane source. This means its more multiclass-friendly, opening up the Path to Wizards who'd like some bow powers as well as half-elven rangers who don't even need a feat to qualify as long as they pick an arcane power as their Dilettante ability. I've worked out Phase Arrow, which allows someone to target something as long as it's within range, though I've kept the penalties for concealment as a balance. You can shoot through a wall, but the target is still Invisible to you because of it. I've made Imbue Arrow an encounter power, dropped the Stance and made it a one-turn effect, but also opened up the options for energy types. Thoughts? |
| #11countesskathleenSep 02, 2008 7:07:36 | I'm not sure about adding radiant and necrotic damage since those are usually associated more with the divine classes. And as I said, opening up the paragon path to primary casters might prove troublesome. An Eladrin Wizard with nothing but the Warrior of the Wild feat would now get a once per turn +3 to hit which is like being able to use Wand of Accuracy at 16 dex every single turn. If you really want to allow that, you have to drop the archery style requirement because you can't get that via multiclassing. <- Drop that, I was referring to an earlier version of the post |
| #12wyld_mutationSep 02, 2008 8:18:57 | Actually Warrior of the Wild does not grant a combat style. So it is only availiable to rangers with an arcane power. Looks good. Very good. |
| #13darkstorn42Sep 02, 2008 15:03:47 | I was helping The_Stray alter the class (Im one of his players). And the new prereqs for the the paragon path read. Ranger class, and one attack power with arcane as the power source. This means that anyone multi classed into ranger, wizard, or warlock can take this (Even artificier if you are using that). The arcane implement mastery power of wizards is an encounter power not an at-will so roughly youd be giving them this ability twice an encounter. |
| #14wyld_mutationSep 02, 2008 15:40:56 | Hmmm.... Well it kinda limits the number of possibilities that can do it. I don't see why you should require a combat style anyway. Just say that using the bow as an implement does not apply it's proficiency bonus. |
| #15DoctorBadWolfSep 02, 2008 15:41:20 | I don't know if you've already considered this, but you may want to look at some of the nifty things the artificer does and change some flavor or some such. a lot of what he gets to do is similar to what an arcane archer should be doing. |
| #16The_StraySep 02, 2008 18:51:50 | Hmmm.... Well it kinda limits the number of possibilities that can do it. You might want to check the most recent edit. I've removed Archery Combat Style as a requirement...the PC just has to be proficient with Bows. I don't know if you've already considered this, but you may want to look at some of the nifty things the artificer does and change some flavor or some such. a lot of what he gets to do is similar to what an arcane archer should be doing. Artificer actually doesn't fit my needs at all. First off, I wanted to recapture the feel of the old Arcane Archer prestige class as a favor for one of the players. Second, I wanted to make a Paragon Path, not tweak an existing base class, because this is an option for an already-existing PC to take at higher levels. Third, I wanted to make a ranger Paragon Path that was a little more multiclass friendly than the ones in the book. Fourth, the Arcane Archer is mostly an Arcane Striker, not a Leader. So no, Artificer does not fit what I'm trying to do at all. Sorry. |
| #17The_StraySep 02, 2008 19:01:09 | I'm not sure about adding radiant and necrotic damage since those are usually associated more with the divine classes. Ususally, but it's not without precedent. After all, Color Spray does Radiant damage, and Ray of Enfeeblement does Necrotic. That's one of the things I like about 4e...damage types are more interchangeable. And as I said, opening up the paragon path to primary casters might prove troublesome. An Eladrin Wizard with nothing but the Warrior of the Wild feat would now get a once per turn +3 to hit which is like being able to use Wand of Accuracy at 16 dex every single turn. I suppose that's true...I'd have to playtest with a wizard multiclassed into Arcane Archer to see if that's a major problem or not. How about this? Since the intention is to let rangers who have spells that are encounter powers anyway get a benefit to those powers, why not just limit the proficiency bonus to once per encounter? |
| #18DoctorBadWolfSep 03, 2008 4:34:11 | Artificer actually doesn't fit my needs at all. First off, I wanted to recapture the feel of the old Arcane Archer prestige class as a favor for one of the players. Second, I wanted to make a Paragon Path, not tweak an existing base class, because this is an option for an already-existing PC to take at higher levels. Third, I wanted to make a ranger Paragon Path that was a little more multiclass friendly than the ones in the book. Fourth, the Arcane Archer is mostly an Arcane Striker, not a Leader. Really? At all? No offense, but i think you're being a bit short sighted here. First, your first point has nothing to do with my suggestion. Second, the artificer has paragon level powers you could sample from. Third, mostly see first, but also my suggestion was to sample from a class that already has the abillity to do cool things with attacks made with ranged weapons. So, since my suggestion was to SAMPLE from the class, i'd say you're wrong in your somewhat insulting tone of response to it. but hey, do what you do. or you could have your player look through the artificer and see if some of the effects it uses are what they are looking for. |
| #19The_StraySep 03, 2008 12:19:35 | Really? At all? No offense, but i think you're being a bit short sighted here. First, your first point has nothing to do with my suggestion. Second, the artificer has paragon level powers you could sample from. Third, mostly see first, but also my suggestion was to sample from a class that already has the abillity to do cool things with attacks made with ranged weapons. I apologize for my tone. I like the Artificer stuff, but the main idea I had with this Path was to make a conversion of the original Arcane Archer prestige class, focusing on emulating it's signature abilities, rather than stealing the abilities wholesale from other classes. That said, an Artificer with Ranger multiclassing and bow proficiency should make one helluva cool Arcane Archer. So, with that said, how do the powers presented do both in meeting that goal and in staying balanced? |
| #20daevaSep 04, 2008 2:59:47 | i pretty much think the class is more than balanced and stuff my translation of enchanted arrow would make it a fixed damage buff that scaled with level instead of having the crit bonus on it maybe +1 at 11 +2 at 16 +3 at 21 and +4 at 26, but doubles against your quarry yours is fine as is, its just my interpretation. |
| #21The_StraySep 04, 2008 21:44:37 | Any more suggestions/comments/feedback? If not, then I'm going to declare this done for now. |
| #22dogbackwardSep 05, 2008 1:40:14 | Any more suggestions/comments/feedback? If not, then I'm going to declare this done for now. Arrow of Death is a good Daily, but I don't think it really has the "feel" of an "Arrow of Death", y'know? Obviously, Save or Die is out, but still. Maybe change it to: Dex. vs. Fortitude, 3[W]+Dexterity Necrotic damage, and double your Quarry bonus to damage with no ongoing damage. That adds the "Death" feel with the Necrotic damage and vs. Fortitude, and emphasizes the fact that it's against a single Quarried enemy even more. And if you do keep the normal version, it should probably read; Ongoing 10 damage (Save ends). Aftereffect; Ongoing 5 damage (Save ends). One big thing is consolidating keywords and mechanics and such, and Aftereffect is the mechanic for something that keeps going after a target saves. Although, I dunno that I've seen Aftereffect used in the PHb powers, just monsters... So, I dunno, either way. |
| #23countesskathleenSep 05, 2008 2:20:10 | And if you do keep the normal version, it should probably read; The wording of Arrow of Death is the same as in Disintegrate so I'm positive that it's the way, such effects are meant to be worded. I had the same feeling at first when I read Disintegrate and thought, it wasn't quite like the old save or die effects. However unless you have some convenient way to get rid of status effects, ongoing damage can be a real killer. And I figured that it would at least suffice the 'mortally wounded' aspect of the slaying arrow. |
| #24The_StraySep 05, 2008 9:17:31 | Arrow of Death is a good Daily, but I don't think it really has the "feel" of an "Arrow of Death", y'know? Obviously, Save or Die is out, but still. Maybe change it to: Dex. vs. Fortitude, I like Dex Vs. Fort, and having it do necrotic damage, so I'll change those. But without the ongoing it really doesn't stack up as a daily power. And as CountessKathleen pointed out, the way it's written mimics how disintegrate works. I've only ever seen the Aftereffect keyword in the MM, so I believe it's just a shorthand for what we've seen. |
| #25dogbackwardSep 05, 2008 11:39:14 | I like Dex Vs. Fort, and having it do necrotic damage, so I'll change those. But without the ongoing it really doesn't stack up as a daily power. I dunno, I think doubling Quarry damage (+2d6/8 now, +3d6/8 in one level) makes up for some ongoing damage, especially since it's a 55% or more chance to remove the ongoing each round. I based that bit off of the Assassin's Point Rogue power, which is supposed to be the one-shot kill thing. Maybe count it as a Coup de Grace; if you deal damage equal to the target's Bloody value, it dies. That'd be very hard to do at this level, even with 4-5[W] and double Quarry, and when it happens, it does mimic the insta-death. Plus, if you can deal the creature's bloody value in one hit, it probably wouldn't have lasted much longer anyway. I just see Arrow of Death as a one-hit kill type effect (even if it doesn't actually kill in one hit), as opposed to a slower, wounding death. Matter of opinion, I guess. Oh well. |
| #26DoctorBadWolfSep 08, 2008 0:14:29 | I apologize for my tone. You've got a damn good class there. no worries, sometimes the sheer number of tards on the web makes me snappy even with those who aren't being tards. |