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Author Topic: Arcane Archer Update  (Read 925 times)
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Littha
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« on: July 23, 2010, 11:47:21 AM »

Thought I would have a go at making arcane archer better, as it stands nobody takes it outside of a core only game and i wanted to remedy this.
Arcane Archer

Requirements:
Base Attack Bonus: +5
Feats: Point Blank Shot, Precise Shot
Spells: Ability to cast 1st-level arcane spells.

D8 hd
Level   BAB    Fort     Ref    Will     Special            Spellcasting
 1.     +1      +2      +2      +0      Enhance Arrow +1, Dead Eye      -
 2.     +2      +3      +3      +0      Imbue Arrow, Charged Shot       +1 Existing Arcane
 3.     +3      +3      +3      +1      Enhance Arrow +2                +1 Existing Arcane
 4.     +4      +4      +4      +1      Seeker Arrow, Rapid Charge      +1 Existing Arcane
 5.     +5      +4      +4      +1      Enhance Arrow +3                +1 Existing Arcane 
 6.     +6      +5      +5      +2      Phase Arrow                     +1 Existing Arcane
 7.     +7      +5      +5      +2      Enhance Arrow +4                +1 Existing Arcane
 8.     +8      +6      +6      +2      Hail of Arrows, Storm of Arrows +1 Existing Arcane
 9.     +9      +6      +6      +3      Enhance Arrow +5                +1 Existing Arcane
10.     +10     +7      +7      +3      Arrow of Death                  +1 Existing Arcane

Skill Points at Each Level
4 + Int modifier.


Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Slight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Class Features:

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

Enhance Arrow (Su)
At 1st level, every nonmagical arrow an arcane archer nocks and lets fly 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 arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows 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).

Dead Eye (Su)
Upon taking the first level of the class an Arcane Archer may use his magical abilities to locate enemies. The archer has Blindsight 20ft. This allows him to deal with targets using his phase arrow before they even knew he was there. This ability increases in range by 10ft at each odd level.

Charged Shot (Su)
Beggining at the first level you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a ranged attack. Casting a spell in this manner does not provoke an attack of oppertunity though the ranged attack might. The spell must have a casting time of 1 standard action or less. If the ranged attack is sucessfull, the attack deals damage normally; then the effect of the spell is resolved.

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

Rapid Charge (Su)
As the archers skill increases he may begin to channel his spells faster, you may now channel a spell as part of a full attack action and the spell effects each target you hit with a ranged attack this round. Doing so discharges the spell at the end of the round, in the case of a tough spell that would otherwise last more than one round.

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

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

Using this ability is a standard action (and shooting the arrow is part of the action).

Hail of Arrows (Sp)
In lieu of her regular attacks, once per day per class level an arcane archer of 8th level or higher can fire an arrow 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 arrow.

Storm of Arrows (Su)
Once again your ability to charge your arrows with magic increases, when making a full attack action you may charge each arrow with a spell of no longer than standard action casting time. Unlike Rapid charge each spell only lasts for one strike.

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

Important note: While the class refers to arrows and bows, the arcane archers abilities can be used with any ranged weapon or ammunition.
« Last Edit: January 14, 2011, 05:27:31 PM by Littha » Logged

Sohala
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« Reply #1 on: July 23, 2010, 12:03:29 PM »

Not bad, the casting advances is really awesome. I love Rapid Charge, but you might want to define it as Charged Shot only, because I am seeing a lot of fireballs. Lastly, I would add ranged touch attacks to Charged Shot.
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jojolagger
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« Reply #2 on: July 23, 2010, 12:17:24 PM »

You might want to limit the player to a certain number of different weapons. So you can't just pick up some rock, throw it, and kill people with ease. Maybe one ranged weapon per class level?
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« Reply #3 on: July 23, 2010, 12:23:55 PM »

Just tie all the ablities to ranged weapons you have weapon focus with.
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Littha
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« Reply #4 on: July 23, 2010, 12:24:28 PM »

Not bad, the casting advances is really awesome. I love Rapid Charge, but you might want to define it as Charged Shot only, because I am seeing a lot of fireballs. Lastly, I would add ranged touch attacks to Charged Shot.

Aren't ranged touch attacks just a subset of touch attacks? Though i do need to claify touch spells only on rapid shot.

As far as ranged weapons go I don't see much need to limit it. Though i may exclude throwing weapons.
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Garryl
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« Reply #5 on: July 23, 2010, 12:25:41 PM »

You might want to limit the player to a certain number of different weapons. So you can't just pick up some rock, throw it, and kill people with ease. Maybe one ranged weapon per class level?

Why? What's wrong with killing people with any weapon you find? Warblades do it, Rogues do it, Incarnum classes make their own, Druids turn into their own, and Wizards don't even bother with one.
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Sohala
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« Reply #6 on: July 23, 2010, 12:33:32 PM »

Aren't ranged touch attacks just a subset of touch attacks?
Dunno, I always thought they were different.
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Littha
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« Reply #7 on: July 23, 2010, 12:37:29 PM »

Quote from: SRD
Touch attacks come in two types: melee touch attacks and ranged touch attacks.
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Sohala
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« Reply #8 on: July 23, 2010, 12:41:42 PM »

Works for me then.
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« Reply #9 on: July 23, 2010, 12:48:54 PM »

Move the level that loses a CL to 1st, and dump the stupid Weapon Focus prereq. (I hate the "feat tax".) 5th level is pretty much a "dead" level, and it is unnecessarily punitive to also make someone lose a CL there. On the other hand, putting the CL loss at 1st makes someone think twice about taking a PrC as a "dip". Look at all the psionic PrCs. In general, they are way better balanced than the arcane ones, and most of them have a CL loss at 1st level. They're also usually not just a straight upgrade to the base class you enter with, while many of the arcane PrCs are just that.

Of course as-is, this is still an amazing improvement over the original Arcane Archer, which was a piece of shit not worth taking more than two levels in, EVER.
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jojolagger
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« Reply #10 on: July 23, 2010, 12:55:29 PM »

You might want to limit the player to a certain number of different weapons. So you can't just pick up some rock, throw it, and kill people with ease. Maybe one ranged weapon per class level?
Why? What's wrong with killing people with any weapon you find? Warblades do it, Rogues do it, Incarnum classes make their own, Druids turn into their own, and Wizards don't even bother with one.
Because a +5 rock of death that passes through solid objects is a bit ridiculous.
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Countdown to Zombie Apocalypse 97
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Quotes
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
Littha
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« Reply #11 on: July 23, 2010, 12:56:00 PM »

That may be a point the lost caster level used to be at the same point as rapid charge before I knocked it down a level so now it is sort of redundant. Will drop it to 1st.
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cooperflood
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« Reply #12 on: July 23, 2010, 05:16:16 PM »

Am I reading Storm of Arrow correct?  Can you essentially cast Fireball Four times in one round (or 6 times with haste and rapid shot)?  If so this class ability is horribly broken.

Additionally Rapid Charge is essentially a better version of the Duskblade's primary class shtick and he doesn't gain it until 13th level.  I would drop it to 6th level and make him lose a second caster level at 6th.
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Littha
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« Reply #13 on: July 23, 2010, 05:25:11 PM »

Am I reading Storm of Arrow correct?  Can you essentially cast Fireball Four times in one round (or 6 times with haste and rapid shot)?  If so this class ability is horribly broken.

Additionally Rapid Charge is essentially a better version of the Duskblade's primary class shtick and he doesn't gain it until 13th level.  I would drop it to 6th level and make him lose a second caster level at 6th.

You cant fireball 4 times, fireball isnt a touch spell.

Rapid charge and imbue arrow are strait from duskblade. If i was rewriting duskblade i would have set the enhanced version at 8 or 9... at 13 it is nice but not all that brilliant.
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Sohala
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« Reply #14 on: July 23, 2010, 06:02:54 PM »

Quote
Storm of Arrows (Su)
Once again your ability to imbue your arrows with magic increases, when making a full attack action you may imbue each arrow with a spell of no longer than standard action casting time. Unlike Rapid charge each spell only lasts for one strike.
Sounds like it is four fireballs, if not, how is that better than Rapid Charge?
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Littha
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« Reply #15 on: July 23, 2010, 06:10:07 PM »

Quote
Storm of Arrows (Su)
Once again your ability to imbue your arrows with magic increases, when making a full attack action you may imbue each arrow with a spell of no longer than standard action casting time. Unlike Rapid charge each spell only lasts for one strike.
Sounds like it is four fireballs, if not, how is that better than Rapid Charge?

Rapid charge is once as part of a full attack.
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Sohala
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« Reply #16 on: July 23, 2010, 06:30:27 PM »

Rapid sounds like one spell, four targets. On the other hand Storm sounds like four spells, four targets, one spell effects each target.
Bah, I think see how I was reading it wrong, now. Rapid is suppose to be only one attack with the charging of a spell, right?
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Littha
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« Reply #17 on: July 23, 2010, 06:36:04 PM »

yep
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cooperflood
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« Reply #18 on: July 23, 2010, 06:52:18 PM »

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

Storm of Arrows (Su)
Once again your ability to imbue your arrows with magic increases, when making a full attack action you may imbue each arrow with a spell of no longer than standard action casting time. Unlike Rapid charge each spell only lasts for one strike.

Doesn't talk about Touch spells in either of those abilities.

Rapid charge and imbue arrow are strait from duskblade. If i was rewriting duskblade i would have set the enhanced version at 8 or 9... at 13 it is nice but not all that brilliant.

Actually Charge Shot and Rapid Charge are straight form the Duskblade.  Imbue arrow comes from Arcane Archer, thus the confusion when storm of arrows refers to IMBUE.


« Last Edit: July 23, 2010, 07:11:08 PM by cooperflood » Logged
Littha
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« Reply #19 on: December 16, 2010, 10:49:06 PM »

Made a few changes to the table and clarified a couple of the abilities.

Also:
Because a +5 rock of death that passes through solid objects is a bit ridiculous.

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