For a while now, I've been working on an update to the Arcane Archer class to fix the rather lackluster class features, make Imbue Arrow closer to PnP, and bring the class in general closer to the Pathfinder version.
These changes will only effect new Arcane Archers. Existing Arcane Archers will continue using the old class unless / until they rebuild.
So without further ado - stats!
Arcane Archer
Requirements:
Base Attack Bonus: +6
Feats: Point Blank Shot, Weapon Focus (longbow, shortbow, heavy crossbow, light crossbow, sling).
Spellcasting: Ability to cast 1st-level arcane spells or warlock invocations.
Class Features:
- Hit Die: d8
- Base Attack Bonus: High.
- High Saves: Fortitude and Reflex.
- Weapon Proficiencies: Simple and martial weapons.
- Armor Proficiencies: Light and medium armor and all shields (excluding tower shields).
- Skill Points: 4 + Int modifier.
- Class Skills: Craft Alchemy, Craft Weapon, Heal, Hide, Listen, Move Silently, Spot, and Survival.
- Enhance Arrow: Beginning at 1st level, the arcane archer can imbue any non-magical arrow she fires with a magical effect. At 1st level, her arrows become +1. At 3rd level, she can enchant her arrows to be flaming, frost, or shock arrows. At 5th level, her missile weapons range doubles. At 7th level, her arrows gain the massive criticals +2d10 property. At 9th level, she can align her arrows to damage creatures opposed to her alignment.
Elemental and Aligned arrow feats are instant feats which will effect your currently equipped ranged weapon's ammunition. The arrows must be non-magical (though cold iron and silver arrows will be fine).
- Imbue Arrow: A 2nd level Arcane Archer can imbue her arrows with an area of effect spell which hits her next target. The Arcane Archer gets to choose a new spell she can imbue on her arrows every other level, starting at 2nd, for a total of five area of effect spells. She must know and be able to cast the spell in order to use it.
Casting a spell through Imbue Arrow will decrease your number of uses of that spell for the day. If you have a more powerful spell with a similar effect (say Hiss of Sleep instead of Sleep), it will default to casting and using that spell instead. Use of Imbue Arrow has a 30 second cooldown.
Imbue Arrow applies an onhit property to your equipped ranged weapon's ammunition. Behavior may be erratic on unlimited ammo ranged weapons.
- Seeker Arrow: Once per day, a 3rd-level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors. When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal. At 6th level, this ability may be used twice per day. Elemental and aligned damage properties are auto-applied to the arrows.
- Hail of Arrows: At eighth level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action. This ability may be used once per day. Elemental and aligned damage properties are auto-applied to the arrows.
- Arrow of Death: The pinnacle of the arcane archer's ability, at 10th level she may fire a special arrow imbued with powerful necromantic magic. If the target is hit, it must immediately make a Fortitude save (DC 20+CHA) or be slain. Even if it passes its saving throw, it takes damage from the arrow as normal. This ability may be used once per day. Elemental and aligned damage properties are auto-applied to the arrows.
Please note:
- The list of possible spells for Imbue Arrow is quite long, so expect there to be bugs at first.
- The distance property gained at 5th level is likewise in experimental beta stage.
Imbue Arrow Spells Available:
Arc of Lightning
Balagarn's Horn
Dismissal / Banishment
Burst of Glacial Wrath
Cacophonic Burst
Circle of Death
Chain Lightning
Cloudkill
Cloud of Bewilderment
Confusion
Mass Cure Wounds (Light / Moderate)
Crushing Despair
Darkness
Dispel
Dirge
Fear
Fireball
Evard's Black Tentacles
Gedlee's Electric Loop
Gust of Wind
Grease
Mass Hold Person
Horrid Wilting
Ice Storm
Incendiary Cloud
Mestil's Acid Breath
Meteor Swarm
Scintillating Sphere
Shout
Sleep / Deep Slumber / Hiss of Sleep
Slow
Silence
Discord
Sound Burst
Stinking Cloud
Sunburst
Undeath to Death
War Cry
Chilling Tentacles
Devour Magic
Beshadowed Blast (Eldritch Doom)
Bewitching Blast (Eldritch Doom)
Binding Blast (Eldritch Doom)
Brimstone Blast (Eldritch Doom)
Draining Blast (Eldritch Doom)
Frightful Blast (Eldritch Doom)
Hellrime Blast (Eldritch Doom)
Hindering Blast (Eldritch Doom)
Noxious Blast (Eldritch Doom)
Tenacious Plague
Utterdark Blast (Eldritch Doom)
Vitriolic Blast (Eldritch Doom)
Mind Fog
Coming Soon - Arcane Archer Update


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*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
One of the big downsides of the class is that 1/day abilities kinda suck. Not so much when you can regularly rest, but in an extensive no-rest area you might as well not have the ability at all. Have you considered setting the seeker and hail of arrows on long cooldowns instead?

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*MimiFearthegn
- Posts: 762
- Joined: Thu Jan 01, 1970 12:00 am
It might happen. When is the next update scheduled?

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*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
I'm actually starting work on it tonight, so sometime this weekend.

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*Er_Nano_Infame
- Posts: 435
- Joined: Thu Jan 01, 1970 12:00 am
so there's no further enhancement for the arrows other than +1? and does it stacks or not with the EB / AB of the bow?

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*MimiFearthegn
- Posts: 762
- Joined: Thu Jan 01, 1970 12:00 am
Correct. Its just +1. And its the old feat so it acts as it always has.

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*KingLeoric
- Posts: 27
- Joined: Thu Jan 01, 1970 12:00 am
So, with composite longbow you will be able to hit targets, whom you are not even able to see, because they are too far, and game does not even render them?MimiFearthegn,Jun 13 2015 wrote: At 5th level, her missile weapons range doubles.

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*MimiFearthegn
- Posts: 762
- Joined: Thu Jan 01, 1970 12:00 am
If it works. . which it doesn't right now.
