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Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.
Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues and bards rarely become arcane archers.
Base attack bonus: +6.
Feats: Point blank shot, Weapon focus (longbow or shortbow).
Spellcasting: Ability to cast 1st-level arcane spells or higher.(This requires 11 of whatever stat you would need to cast such arcane spells)
Hit die: 8 |
Proficiencies: Weapons (simple, martial), armor (light, medium) and shields (not including tower shields) |
Skill points: 4 + Int modifier |
Class skills: Craft, Hide, Listen, Move silently, Parry, Ride, Spot, Survival, Use Rope. |
Base attack bonus progression: High |
Saving throws | high: | Fortitude, Reflex |
low: | Will |
Level | Features Gained |
---|---|
1 | Enhance arrow +1 |
2 | Imbue arrow x3 |
3 | Enhance arrow +2 |
4 | Seeker arrow x1 |
5 | Enhance arrow +3 |
6 | Seeker arrow x2 |
7 | Enhance arrow +4 |
8 | Hail of arrows x1 |
9 | Enhance arrow +5 |
10 | Arrow of death x1 |
Beginning at 1st level, the arcane archer imbues every non-magical arrow they fire with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level (this adds to both attack bonus and damage dealt). Enhance arrow's enchantment bonus stacks with a magical bow's enhancement bonus. Therefore, for example, a +5 bonus on the arrow and a +3 bonus on the bow equals a +8 to attack and damage.
Note: This ability actually works with magical arrows as well. Essentially, as long as the Arcane Archer has a bow equipped, they will always be able to apply the entire bonus.
Three times per day, a 2nd-level archer may choose to fire a special arrow imbued with the fireball spell. When the arrow hits its target, the fireball spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer's class level.
Once per day, a 4th-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 a day.
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.
At 10th level, an arcane archer can enchant an arrow once per day that forces a target, if damaged by the arrow to make a Fortitude save or be slain. The Difficulty class of this Fortitude save is set to 20 and can't be modified.
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