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