User:Ganteka Future/Arcane Archer Fixed

From Dungeons and Dragons Wiki
Jump to: navigation, search

Arcane Archer Fix[edit]

This is a combination of the SRD:Arcane Archer and the Arcane Archer Fix (3.5e Alternate Class Feature) for ease of reference. It still possesses some inherent technical problems left over from the SRD, like the lack of definition on the spell-like abilities effective spell levels. Since it now allows for crossbows and guns, "arrow" in the text has been replaced with "ammunition".

Entry Requirements[edit]

To qualify to become an arcane archer, a character must fulfill all the following criteria.

  • Spells: Ability to cast 1st-level arcane spells.

Table: The Arcane Archer

Hit Die: d8

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +1 +2 +2 +0 Craft Magic Ammunition, Enhance Ammunition +1
2nd +2 +3 +3 +0 Imbue Ammunition +1 level of existing arcane spellcasting class
3rd +3 +3 +3 +1 Enhance Ammunition +2 +1 level of existing arcane spellcasting class
4th +4 +4 +4 +1 Seeker Ammunition +1 level of existing arcane spellcasting class
5th +5 +4 +4 +1 Enhance Ammunition +3 +1 level of existing arcane spellcasting class
6th +6 +5 +5 +2 Phase Ammunition +1 level of existing arcane spellcasting class
7th +7 +5 +5 +2 Enhance Ammunition +4 +1 level of existing arcane spellcasting class
8th +8 +6 +6 +2 Hail of Fire +1 level of existing arcane spellcasting class
9th +9 +6 +6 +3 Enhance Ammunition +5 +1 level of existing arcane spellcasting class
10th +10 +7 +7 +3 Ammunition of Death +1 level of existing arcane spellcasting class

Class Skills (4 + Int modifier per level)
Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Use Rope (Dex).

Class Features[edit]

All of the following are Class Features of the arcane archer prestige class.

Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spellcasting: At each level except for the 1st, she gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a 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. If she had more than one arcane spellcasting class before becoming an arcane archer, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Craft Magic Ammunition: A 1st level arcane archer receives Craft Magic Arms and Armor as a bonus feat. She may also craft enhanced ammunition in batches of five for the price of two, all the ammunition created so must be of the same type with the same enhancement.

Enhance Ammunition (Su): At 1st level, every nonmagical ammunition an arcane archer fires becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic ammunition only functions for her. For every two levels the character advances past 1st level in the prestige class, the magic ammunition she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

Imbue Ammunition (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon her ammunition. When the ammunition is fired, the spell’s area is centered on where the ammunition impacts, even if the spell could normally be centered only on the caster. This ability allows the archer to use the weapon’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the ammunition. The ammunition must be fired in the round the spell is cast, or the spell is wasted.

Seeker Ammunition (Sp): At 4th level, an arcane archer can fire an ammunition once per day at a target known to her within range, and the ammunition travels to the target, even around corners. Only an unavoidable obstacle or the limit of the ammunition’s range prevents its flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and firing the ammunition is part of the action).

She gains an additional use of this ability per day at 6th, 8th and 10th levels.

Phase Ammunition (Sp): At 6th level, an arcane archer can launch an ammunition once per day at a target known to her within range, and the ammunition travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the ammunition.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

Using this ability is a standard action (and firing the ammunition is part of the action).

She gains an additional use of this ability per day at 8th and 10th levels.

Hail of Fire (Sp): In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire a projectile at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single projectile.

She gains an additional use of this ability per day at 10th level.

Ammunition of Death (Sp): At 10th level, an arcane archer can create an ammunition of death that forces the target, if damaged by the ammunition’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an ammunition of death, and the ammunition only functions for the arcane archer who created it. The ammunition of death lasts no longer than one year, and the archer can only have one such ammunition in existence at a time.



Back to Main PageUsersGanteka Future