Difference between revisions of "Arcane Archer (Apath)"

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{{Apath}}
 
{{Apath}}
''Those who seek to perfect the combination bow and magic pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers carry spells, fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies that cower behind such cover. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.''  
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''Those who seek to perfect the combination bow and magic pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers carry spells, fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.''  
  
 
== Class Information ==
 
== Class Information ==
This is a [[Merged Prestige Classes (Apath)|merged prestige class]].
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This is a [[Prestige Archetypes (Apath)|prestige archetype]].
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'''Publisher:''' Purple Duck Games.
  
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-archer Arcane Archer].   
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-archer Arcane Archer].   
  
'''Build Classes: ''' Magus, ranger, wizard
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'''Build Classes: ''' Magus, ranger, wizard.
  
An arcane archer is a mix of wizard, magus, and ranger, the [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-archer arcane archer] prestige class expressed as a single class.
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The arcane archer merges archery and spellcasting into a deadly whole.
  
 
'''Role:''' Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.
 
'''Role:''' Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.
  
'''Alignment''': Arcane archers can be of any alignment. Elf or half-elf arcane archers tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.
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'''Alignment''': Arcane archers can be of any alignment. Elf or half-elf arcane archers tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.  
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
 
== Class Abilities ==
 
This archetype has all normal class abilities, except as noted.
 
  
 
=== Class Skills ===
 
=== Class Skills ===
 
The arcane archer's class skills (and the key ability for each skill) are  
 
The arcane archer's class skills (and the key ability for each skill) are  
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Climb (Str),
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Craft (Int),
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Fly (Dex),
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Handle Animal (Cha),
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Heal (Wis),
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Intimidate (Cha),
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Knowledge (arcana) (Int),
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Knowledge (dungeoneering) (Int),
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Knowledge (geography) (Int),
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Knowledge (nature) (Int),
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Knowledge (planes) (Int),
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Perception (Wis),
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Profession (Wis),
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Ride (Dex),
 +
Spellcraft (Int),
 +
Stealth (Dex),
 +
Survival (Wis), and
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Swim (Str).
  
 
'''Skill Ranks at Each Level:''' 4 + Int modifier.
 
'''Skill Ranks at Each Level:''' 4 + Int modifier.
 +
 +
== Class Abilities ==
 +
These are all the class features of the arcane archer.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
An arcane archer is proficient with all simple and martial weapons. An arcane archer is also proficient with light armor. He can cast arcane archer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane archer wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane archer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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An arcane archer is proficient with all simple and martial weapons. An arcane archer is also proficient with light armor. She can cast arcane archer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane archer wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane archer still incurs the normal spell failure chance for arcane spells received from other classes.
  
 
=== Spells ===
 
=== Spells ===
An arcane archer casts arcane spells drawn from a combination of the [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---ranger ranger] and [http://www.d20pfsrd.com/magic/spell-lists-and-domains/magus-spell-list magus] spell list. In addition, an arcane archer has the ''[http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally summon nature's ally]'' V and VI on their spell list at their druid spell level. An arcane archer must choose and prepare his spells ahead of time.   
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An arcane archer casts arcane spells drawn from the [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard sorcerer/wizard] spell list. An arcane archer only ever learns to cast spells up to level 6. Sorcerer/wizard spells of level 7 or higher are not on the arcane archer's spell list.
 +
An arcane archer must choose and prepare her spells ahead of time.   
  
 
To learn, prepare, or cast a spell, the arcane archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane archer's spell is 10 + the spell level + the arcane archer's Intelligence modifier.
 
To learn, prepare, or cast a spell, the arcane archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane archer's spell is 10 + the spell level + the arcane archer's Intelligence modifier.
  
An arcane archer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Archer. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
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An arcane archer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Archer. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
  
An arcane archer may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook]. While studying, the arcane archer decides which spells to prepare.
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An arcane archer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook]. While studying, the arcane archer decides which spells to prepare.
  
'''Starting Spells:''' An arcane archer begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level spells on his spell list plus three 1st-level spells of his choice. The arcane archer also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane archer level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane archer level) for his spellbook. At any time, an arcane archer can also add spells found in other spellbooks to his own (see Magic).
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'''Spellbook:''' An arcane archer begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level spells on her spell list plus three 1st-level spells of her choice. The arcane archer also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcane archer level, she gains two new spells of any spell level or levels that she can cast (based on her new arcane archer level) for her spellbook. At any time, an arcane archer can also add spells found in other spellbooks to her own (see Magic). An arcane archer can only add a spell to her spellbook if it is on the arcane archer spell list.
  
'''Spells Gained at a New Level:''' Arcane archers perform a certain amount of spell research between adventures. Each time a character attains a new arcane archer level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
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=== Archery Pool (Su)  ===
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At 1st level the arcane archer gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her bow. This archery pool has a number of points equal to ½ her arcane archer level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the arcane archer prepares her spells.
  
=== Cantrips ===
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At 1st level an arcane archer can expend 1 point from her archery pool as a swift action to grant any bow  she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Arcane archers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Archer under “Spells per Day.These spells are cast like any other spell, but they are not expended when cast and may be used again.
 
  
=== Spell Archery ===
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At 5th level, these bonuses can be used to add any of the following weapon properties: ''anarchic'' (+2), ''axiomatic'' (+2), ''distance'' (+1, ultimate equipment), ''flaming'' (+1), ''flaming burst'' (+2), ''frost'' (+1), ''holy'' (+2), ''icy burst'' (+2), ''seeking'' (+1, ultimate equipment), ''shock'' (+1), ''shocking burst'' (+2), and ''unholy'' (+2). The arcane archer cannot choose an ability that is the opposite of her alignment. For example a lawful good arcane archer could not choose ''anarchic'' or ''unholy'' as her weapon quality.  
At 1st level, an arcane archer learns to cast spells and shoot his now at the same time. This functions much like Rapid Shot, but the extra attack is a spell that is being cast. To use this ability, the arcane archer must be wielding a bow. As a full-round action, he can make all of his attacks with his bow weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. An arcane archer can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
 
  
=== Ranged Spellstrike (Su) ===
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Adding these properties consumes an amount of bonus equal to the property’s base price, which is listed in parenthesis after each ability above. If the bow is not previously enchanted to at least +1, a +1 enhancement bonus must be added before any other properties can be added.  
At 2nd level, whenever an arcane archer casts a spell that requires a ranged touch attack from the magus spell list, he can deliver the spell through any missile weapon he is wielding as part of a ranged attack. Instead of the free ranged touch attack normally allowed to deliver the spell, an arcane archer can make one free ranged attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the arcane archer makes this attack in concert with spell archery, this ranged attack takes all the penalties accrued by spell archery ranged attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. This otherwise functions as an arcane archer' [http://www.d20pfsrd.com/classes/base-classes/arcane archer#TOC-Spellstrike-Su- spellstrike] ability, see FAQ/Errata for that ability for more information.
 
  
===  Arcane Bond (Su) ===
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These bonuses and properties are decided when the archery pool point is spent and cannot be changed until the next time the arcane archer uses this ability. These bonuses do not function if the bow is wielded by anyone other than the arcane archer.
At 1st level, an arcane archer gains a bow as an arcane bond item. This is identical to the wizard class ability, but the arcane archer may only bond with a bow, not a familiar or other item.
 
  
=== Track (Ex) ===
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An arcane archer can only enhance one weapon in this way at one time. If she uses this ability again the first use immediately ends.
An arcane archer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
 
  
=== Wild Empathy (Ex) ===
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=== Cantrips ===
An arcane archer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The arcane archer rolls 1d20 and adds his arcane archer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
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Arcane archers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Archer under "Spells per Day". These spells are cast like any other spell, but they are not expended when cast and may be used again.
  
To use wild empathy, the arcane archer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
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=== Spell Archery (Ex) ===
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At 1st level, an arcane archer learns to cast spells and shoot her bow at the same time. This functions much like the Rapid Shot feat, but the extra attack is a spell that is being cast. To use this ability, the arcane archer must be wielding a bow. As a full-round action, she can make all of her attacks with her bow at a –2 penalty and can also cast any spell from the arcane archer spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively and fails, the spell is wasted, and any attacks in the round still take the penalty.  
  
The arcane archer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
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An arcane archer can choose to cast the spell first or make weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.
  
=== Archery Style Feat (Ex) ===
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=== Archery Style Feats (Ex) ===
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
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At 2nd level, an arcane archer gains expertise in archery. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her style even if she does not have the normal prerequisites.
  
At 2nd level, an arcane archer gains expertise in archery. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
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The benefits of the arcane archer's chosen style feats apply only when she wears light or no armor. She loses all benefits of her combat style feats when wearing medium or heavy armor.
  
The benefits of the arcane archer's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once an arcane archer selects a combat style, it cannot be changed.
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An arcane archer can choose from the following list whenever she gains a combat style feat:
  
An arcane archer can choose from the following list whenever he gains a combat style feat:
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* Far Shot, Focused Shot (Advanced Player's Guide), Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
  
* Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
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* At 6th level, she adds Improved Precise Shot, Mounted Archery, Parting Shot (Advanced Player's Guide), Point Blank Master (Advanced Player's Guide), Manyshot, and Weapon Specialization (longbow or shortbow) to the list.
  
* At 6th level, he adds Improved Precise Shot, [http://www.d20pfsrd.com/feats/combat-feats/mounted-archery-combat---final Mounted Archery], Parting Shot, Point Blank Master, and Manyshot to the list.
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* At 10th level, she adds Greater Weapon Focus (longbow or shortbow), Pinpoint Targeting, and Shot on the Run to the list.
  
* At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
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=== Ranged Spellstrike (Su) ===
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At 2nd level, whenever an arcane archer casts a spell that requires a ranged touch attack from her class spell list, she can deliver the spell through a bow she is wielding as part of a ranged attack. Instead of the free ranged touch attack normally allowed to deliver the spell, an arcane archer can make one free ranged attack with her bow (at her highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell.  
  
=== Endurance ===
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Only one ranged touch attack per round can be used with ranged spellstrike. If the spell normally allows several ranged touch attacks, they can be combined into one attack with ranged spellstrike, with the combined damage of all the allowed ranged touch attacks. If the ranged touch attacks from a particular spell can be spread over several rounds, the arcane archer can use ranged spellstrike over several rounds, making one ranged spellstrike attack each round without having to cas a new spell each round.
An arcane archer gains Endurance as a bonus feat at 3rd level.
 
  
=== Favored Terrain (Ex) ===
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If the arcane archer makes this attack in concert with spell archery, this ranged attack takes all the penalties accrued by spell archery.  
At 3rd level, an arcane archer may select a type of terrain from Table: Arcane archer Favored Terrains. The arcane archer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. An arcane archer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
 
  
At 8th level and every five levels thereafter, the arcane archer may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
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This attack uses the weapon’s critical range modified by the keen weapon property or similar effects, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical multiplier.  
  
If a specific terrain falls into more than one category of favored terrain, the arcane archer's bonuses do not stack; he simply uses whichever bonus is higher.
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This otherwise functions as a magus' [http://www.d20pfsrd.com/classes/base-classes/magus#TOC-Spellstrike-Su- spellstrike] ability, see FAQ/Errata for that ability for more information.
  
Table: Arcane archer Favored Terrains Favored Terrains
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=== Endurance ===
Cold (ice, glaciers, snow, and tundra)
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An arcane archer gains Endurance as a bonus feat at 3rd level.
Desert (sand and wastelands)
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Forest (coniferous and deciduous)
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=== Spell Recall (Su) ===
Jungle
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At 4th level, the arcane archer learns to use her archery pool to recall spells she has already cast. With a swift action she can recall any single arcane archer spell that she has already prepared and cast that day by expending a number of points from her archery pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Mountain (including hills)
 
Plains
 
Planes (pick one, other than Material Plane)
 
Swamp
 
Underground (caves and dungeons)
 
Urban (buildings, streets, and sewers)
 
Water (above and below the surface)
 
  
 
=== Woodland Stride (Ex) ===
 
=== Woodland Stride (Ex) ===
 
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Starting at 7th level, an arcane archer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
Starting at 7th level, an arcane archer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
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Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.
 
 
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
 
 
 
=== Enhance Arrows (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 gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
 
 
 
In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
 
 
 
At 3rd level, every non-magical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
 
 
 
At 5th level, every non-magical arrow fired by an arcane archer gains the distance weapon quality.
 
 
 
At 7th level, every non-magical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
 
 
 
At 9th level, every non-magical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).
 
 
 
The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
 
  
 
=== Imbue Arrow (Su) ===
 
=== Imbue Arrow (Su) ===
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At 8th 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 where the arrow lands. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. Imbue arrow cannot be combined with seeker arrow or phase arrow, but does work with spell archery.
  
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 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. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
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=== Knowledge Pool (Su) ===
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At 11th level, when an arcane archer prepares her arcane archer spells, she can decide to expend 1 or more points from her archery pool, up to her Intelligence bonus. For each point she expends, she can treat any one spell from the sorcerer/wizard spell list as if it were in her spellbook and can prepare that spell as normal that day. If she does not cast spells prepared in this way before the next time she prepares spells, she loses those spells. She can also cast spells added in this way using her spell recall ability, but only until she prepares spells again.
  
 
=== Seeker Arrow (Su) ===
 
=== Seeker Arrow (Su) ===
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At 12th level, an arcane archer can launch arrows at a target known to her and 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. Activating this ability is a swift action that costs one point from the archery pool, and it lasts until the end of the arcane archer's turn.
  
At 4th level, an arcane archer can launch an arrow at a target known to him 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). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
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=== Improved Spell Recall (Su) ===
 
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At 15th level, the arcane archer’s ability to recall spells using her archery pool becomes more efficient. Whenever she recalls a spell with spell recall, she expends a number of points from her archery pool equal to ½ the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the arcane archer can prepare a spell of the same level that she has in her spellbook or has access to through her knowledge pool ability. She does so by expending a number of points from her archer pool equal to the spell’s level (minimum 1). The arcane archer does not need to reference her spellbook to use this ability. She cannot apply metamagic feats to spells prepared this way.
=== Phase Arrow (Su) ===
 
 
 
At 6th level, an arcane archer can launch an arrow once per day at a target known to him 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, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
 
  
 
=== Hail of Arrows (Su) ===
 
=== Hail of Arrows (Su) ===
 +
As a full-round action at a cost of one point from her archery pool, an arcane archer of 16th 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.
  
In lieu of his regular attacks, once per day 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.
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=== Phase Arrow (Su) ===
 +
At 19th level, an arcane archer can launch arrows at any target known to her within range, and the arrow travels to the target in a straight path, passing through any barrier or wall in its way. This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. It does full damage to incorporeal or ethereal creatures. It is stopped normally by ghost touch armor, force armor, or barriers made of force effects, which makes it similar to an [http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks incorporeal touch attack]. Activating this ability is a swift action that costs two points from the archery pool, and it lasts until the end of the arcane archer's turn.
  
 
=== Arrow of Death (Su) ===
 
=== Arrow of Death (Su) ===
 
+
At 20th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Intelligence modifier. It takes 1 hour to make a slaying arrow, the arcane archer must know the target's name or have seen the target, and the arrow only functions for the arcane archer who created it. The archer can only have one such arrow in existence at a time for each individual target.
At 10th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.
 
  
 
== Table: Arcane Archer==
 
== Table: Arcane Archer==
Line 149: Line 142:
 
  || 0 || |1 || |2 || |3 || |4 || |5 || |6
 
  || 0 || |1 || |2 || |3 || |4 || |5 || |6
 
|-
 
|-
|valign="top"|1st || valign="top"|+0 || valign="top"|+0 || valign="top"|+2 || valign="top"|+2 || valign="top"|Cantrips, ranged legerdemain, trapfinding || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"|1st ||valign="top"| +0 ||valign="top"| +||valign="top"| +2 ||valign="top"| +||valign="top"| Archery pool, cantrips, spell archery ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|2nd || valign="top"|+1 || valign="top"|+0 || valign="top"|+3 || valign="top"|+3 || valign="top"| Scribe scroll || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +||valign="top"| +3 ||valign="top"| +||valign="top"| Archery style feat, ranged spellstrike  ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|3rd || valign="top"|+2 || valign="top"|+1 || valign="top"|+3 || valign="top"|+3 || valign="top"|Evasion, sneak attack 1d6 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +||valign="top"| +3 ||valign="top"| +||valign="top"| Endurance ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|4th || valign="top"|+3 || valign="top"|+1 || valign="top"|+4 || valign="top"|+4 || valign="top"|Rogue talent, trap sense || valign="top"|4 || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +||valign="top"| +4 ||valign="top"| +||valign="top"| Spell recall ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|5th || valign="top"|+3 || valign="top"|+1 || valign="top"|+4 || valign="top"|+4 || valign="top"|Sneak attack 2d6 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +||valign="top"| +4 ||valign="top"| +||valign="top"| Archery pool (+2, weapon properties) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|6th || valign="top"|+4 || valign="top"|+2 || valign="top"|+5 || valign="top"|+5 || valign="top"| Arcane bond, tricky spells  || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +||valign="top"| +5 ||valign="top"| +||valign="top"| Archery style feat ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|7th || valign="top"|+5 || valign="top"|+2 || valign="top"|+5 || valign="top"|+5 || valign="top"|Sneak attack 3d6 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +||valign="top"| +5 ||valign="top"| +||valign="top"| Woodland stride||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|8th || valign="top"|+6/+1 || valign="top"|+2 || valign="top"|+6 || valign="top"|+6 || valign="top"| Rogue talent || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +||valign="top"| +6 ||valign="top"| +||valign="top"| Imbue arrow ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|9th || valign="top"|+6/+1 || valign="top"|+3 || valign="top"|+6 || valign="top"|+6 || valign="top"|Sneak attack 4d6  || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +||valign="top"| +6 ||valign="top"| +||valign="top"| Archery pool (+3) ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|10th || valign="top"|+7/+2 || valign="top"|+3 || valign="top"|+7 || valign="top"|+7 || valign="top"| Impromnitou sneak attack || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|—
+
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +||valign="top"| +7 ||valign="top"| +||valign="top"| Archery style feat||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|11th || valign="top"|+8/+3 || valign="top"|+3 || valign="top"|+7 || valign="top"|+7 || valign="top"| Sneak attack 5d6 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|—
+
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +||valign="top"| +7 ||valign="top"| +||valign="top"| Knowledge pool||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|12th || valign="top"|+9/+4 || valign="top"|+4 || valign="top"|+8 || valign="top"|+8 || valign="top"| Rogue talent || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|—
+
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +||valign="top"| +8 ||valign="top"| +||valign="top"|  Seeker arrow||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| —  
 
|-
 
|-
|valign="top"|13th || valign="top"|+9/+4 || valign="top"|+4 || valign="top"|+8 || valign="top"|+8 || valign="top"|Sneak attack 6d6  || valign="top"|5 || valign="top" |5 || valign="top"|5 || valign="top"|4 || valign="top" |3 || valign="top" |1 || valign="top"|—
+
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +||valign="top"| +8 ||valign="top"| +||valign="top"| Archery pool (+4) ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| —  
 
|-
 
|-
|valign="top"|14th || valign="top"|+10/+5 || valign="top"|+4 || valign="top"|+9 || valign="top"|+9 || valign="top"| Surprise spells ||valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|—
+
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +||valign="top"| +9 ||valign="top"| +||valign="top"| Archery style feat ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| —  
 
|-
 
|-
|valign="top"|15th || valign="top"|+11/+6/+1 || valign="top"|+5 || valign="top"|+9 || valign="top"|+9 || valign="top"|Sneak attack 7d6  || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|—
+
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +||valign="top"| +9 ||valign="top"| +||valign="top"| Improved spell recall ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| —  
 
|-
 
|-
|valign="top"|16th || valign="top"|+12/+7/+2 || valign="top"|+5 || valign="top"|+10 || valign="top"|+10 || valign="top"|Advanced talent  || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|1
+
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10  ||valign="top"| +10 ||valign="top"| +||valign="top"| Hail of arrows ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1  
 
|-
 
|-
|valign="top"|17th || valign="top"|+12/+7/+2 || valign="top"|+5 || valign="top"|+10 || valign="top"|+10 || valign="top"|Sneak attack 8d6 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2
+
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10  ||valign="top"| +10 ||valign="top"| +||valign="top"| Archery pool (+4)||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2  
 
|-
 
|-
|valign="top"|18th || valign="top"|+13/+8/+3 || valign="top"|+6 || valign="top"|+11 || valign="top"|+11 || valign="top"|Invisible theif  || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3
+
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11  ||valign="top"| +11 ||valign="top"| +||valign="top"| Archery style feat ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3  
 
|-
 
|-
|valign="top"|19th || valign="top"|+14/+9/+4 || valign="top"|+6 || valign="top"|+11 || valign="top"|+11 || valign="top"|Sneak attack 9d6  || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4
+
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11  ||valign="top"| +11 ||valign="top"| +||valign="top"| Phase arrow ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4  
 
|-
 
|-
|valign="top"|20th || valign="top"|+15/+10/+5 || valign="top"|+6 || valign="top"|+12 || valign="top"|+12 || valign="top"|Advanced talent || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5  
+
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12  ||valign="top"| +12 ||valign="top"| +||valign="top"| Arrow of death ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5  
 
|}
 
|}
 
+
<!-- OGL -->
== Summary of Changed Class Abilities ==
+
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:34, 19 September 2016

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Unofficial rules compendium

Those who seek to perfect the combination bow and magic pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers carry spells, fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.

Class Information

This is a prestige archetype.

Publisher: Purple Duck Games.

Prestige Class: Arcane Archer.

Build Classes: Magus, ranger, wizard.

The arcane archer merges archery and spellcasting into a deadly whole.

Role: Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.

Alignment: Arcane archers can be of any alignment. Elf or half-elf arcane archers tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.

Hit Die: d8.

Class Skills

The arcane archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Abilities

These are all the class features of the arcane archer.

Weapon and Armor Proficiency

An arcane archer is proficient with all simple and martial weapons. An arcane archer is also proficient with light armor. She can cast arcane archer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane archer wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane archer still incurs the normal spell failure chance for arcane spells received from other classes.

Spells

An arcane archer casts arcane spells drawn from the sorcerer/wizard spell list. An arcane archer only ever learns to cast spells up to level 6. Sorcerer/wizard spells of level 7 or higher are not on the arcane archer's spell list. An arcane archer must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the arcane archer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane archer's spell is 10 + the spell level + the arcane archer's Intelligence modifier.

An arcane archer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Archer. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An arcane archer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane archer decides which spells to prepare.

Spellbook: An arcane archer begins play with a spellbook containing all 0-level spells on her spell list plus three 1st-level spells of her choice. The arcane archer also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcane archer level, she gains two new spells of any spell level or levels that she can cast (based on her new arcane archer level) for her spellbook. At any time, an arcane archer can also add spells found in other spellbooks to her own (see Magic). An arcane archer can only add a spell to her spellbook if it is on the arcane archer spell list.

Archery Pool (Su)

At 1st level the arcane archer gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her bow. This archery pool has a number of points equal to ½ her arcane archer level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the arcane archer prepares her spells.

At 1st level an arcane archer can expend 1 point from her archery pool as a swift action to grant any bow she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: anarchic (+2), axiomatic (+2), distance (+1, ultimate equipment), flaming (+1), flaming burst (+2), frost (+1), holy (+2), icy burst (+2), seeking (+1, ultimate equipment), shock (+1), shocking burst (+2), and unholy (+2). The arcane archer cannot choose an ability that is the opposite of her alignment. For example a lawful good arcane archer could not choose anarchic or unholy as her weapon quality.

Adding these properties consumes an amount of bonus equal to the property’s base price, which is listed in parenthesis after each ability above. If the bow is not previously enchanted to at least +1, a +1 enhancement bonus must be added before any other properties can be added.

These bonuses and properties are decided when the archery pool point is spent and cannot be changed until the next time the arcane archer uses this ability. These bonuses do not function if the bow is wielded by anyone other than the arcane archer.

An arcane archer can only enhance one weapon in this way at one time. If she uses this ability again the first use immediately ends.

Cantrips

Arcane archers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Archer under "Spells per Day". These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Archery (Ex)

At 1st level, an arcane archer learns to cast spells and shoot her bow at the same time. This functions much like the Rapid Shot feat, but the extra attack is a spell that is being cast. To use this ability, the arcane archer must be wielding a bow. As a full-round action, she can make all of her attacks with her bow at a –2 penalty and can also cast any spell from the arcane archer spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively and fails, the spell is wasted, and any attacks in the round still take the penalty.

An arcane archer can choose to cast the spell first or make weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

Archery Style Feats (Ex)

At 2nd level, an arcane archer gains expertise in archery. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her style even if she does not have the normal prerequisites.

The benefits of the arcane archer's chosen style feats apply only when she wears light or no armor. She loses all benefits of her combat style feats when wearing medium or heavy armor.

An arcane archer can choose from the following list whenever she gains a combat style feat:

  • Far Shot, Focused Shot (Advanced Player's Guide), Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
  • At 6th level, she adds Improved Precise Shot, Mounted Archery, Parting Shot (Advanced Player's Guide), Point Blank Master (Advanced Player's Guide), Manyshot, and Weapon Specialization (longbow or shortbow) to the list.
  • At 10th level, she adds Greater Weapon Focus (longbow or shortbow), Pinpoint Targeting, and Shot on the Run to the list.

Ranged Spellstrike (Su)

At 2nd level, whenever an arcane archer casts a spell that requires a ranged touch attack from her class spell list, she can deliver the spell through a bow she is wielding as part of a ranged attack. Instead of the free ranged touch attack normally allowed to deliver the spell, an arcane archer can make one free ranged attack with her bow (at her highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell.

Only one ranged touch attack per round can be used with ranged spellstrike. If the spell normally allows several ranged touch attacks, they can be combined into one attack with ranged spellstrike, with the combined damage of all the allowed ranged touch attacks. If the ranged touch attacks from a particular spell can be spread over several rounds, the arcane archer can use ranged spellstrike over several rounds, making one ranged spellstrike attack each round without having to cas a new spell each round.

If the arcane archer makes this attack in concert with spell archery, this ranged attack takes all the penalties accrued by spell archery.

This attack uses the weapon’s critical range modified by the keen weapon property or similar effects, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical multiplier.

This otherwise functions as a magus' spellstrike ability, see FAQ/Errata for that ability for more information.

Endurance

An arcane archer gains Endurance as a bonus feat at 3rd level.

Spell Recall (Su)

At 4th level, the arcane archer learns to use her archery pool to recall spells she has already cast. With a swift action she can recall any single arcane archer spell that she has already prepared and cast that day by expending a number of points from her archery pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Woodland Stride (Ex)

Starting at 7th level, an arcane archer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.

Imbue Arrow (Su)

At 8th 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 where the arrow lands. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. Imbue arrow cannot be combined with seeker arrow or phase arrow, but does work with spell archery.

Knowledge Pool (Su)

At 11th level, when an arcane archer prepares her arcane archer spells, she can decide to expend 1 or more points from her archery pool, up to her Intelligence bonus. For each point she expends, she can treat any one spell from the sorcerer/wizard spell list as if it were in her spellbook and can prepare that spell as normal that day. If she does not cast spells prepared in this way before the next time she prepares spells, she loses those spells. She can also cast spells added in this way using her spell recall ability, but only until she prepares spells again.

Seeker Arrow (Su)

At 12th level, an arcane archer can launch arrows at a target known to her and 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. Activating this ability is a swift action that costs one point from the archery pool, and it lasts until the end of the arcane archer's turn.

Improved Spell Recall (Su)

At 15th level, the arcane archer’s ability to recall spells using her archery pool becomes more efficient. Whenever she recalls a spell with spell recall, she expends a number of points from her archery pool equal to ½ the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the arcane archer can prepare a spell of the same level that she has in her spellbook or has access to through her knowledge pool ability. She does so by expending a number of points from her archer pool equal to the spell’s level (minimum 1). The arcane archer does not need to reference her spellbook to use this ability. She cannot apply metamagic feats to spells prepared this way.

Hail of Arrows (Su)

As a full-round action at a cost of one point from her archery pool, an arcane archer of 16th 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.

Phase Arrow (Su)

At 19th level, an arcane archer can launch arrows at any target known to her within range, and the arrow travels to the target in a straight path, passing through any barrier or wall in its way. This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. It does full damage to incorporeal or ethereal creatures. It is stopped normally by ghost touch armor, force armor, or barriers made of force effects, which makes it similar to an incorporeal touch attack. Activating this ability is a swift action that costs two points from the archery pool, and it lasts until the end of the arcane archer's turn.

Arrow of Death (Su)

At 20th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Intelligence modifier. It takes 1 hour to make a slaying arrow, the arcane archer must know the target's name or have seen the target, and the arrow only functions for the arcane archer who created it. The archer can only have one such arrow in existence at a time for each individual target.

Table: Arcane Archer

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +2 +2 +0 Archery pool, cantrips, spell archery 3 1
2nd +1 +3 +3 +0 Archery style feat, ranged spellstrike 4 2
3rd +2 +3 +3 +1 Endurance 4 3
4th +3 +4 +4 +1 Spell recall 4 3 1
5th +3 +4 +4 +1 Archery pool (+2, weapon properties) 4 4 2
6th +4 +5 +5 +2 Archery style feat 5 4 3
7th +5 +5 +5 +2 Woodland stride 5 4 3 1
8th +6/+1 +6 +6 +2 Imbue arrow 5 4 4 2
9th +6/+1 +6 +6 +3 Archery pool (+3) 5 5 4 3
10th +7/+2 +7 +7 +3 Archery style feat 5 5 4 3 1
11th +8/+3 +7 +7 +3 Knowledge pool 5 5 4 4 2
12th +9/+4 +8 +8 +4 Seeker arrow 5 5 5 4 3
13th +9/+4 +8 +8 +4 Archery pool (+4) 5 5 5 4 3 1
14th +10/+5 +9 +9 +4 Archery style feat 5 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Improved spell recall 5 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Hail of arrows 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Archery pool (+4) 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Archery style feat 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Phase arrow 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Arrow of death 5 5 5 5 5 5 5
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