Arcane Archer (Apath)

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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 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.

Class Information

This is a merged prestige class.

Prestige Class: Arcane Archer.

Build Classes: Magus, ranger, wizard

An arcane archer is a mix of wizard, magus, and ranger, the arcane archer prestige class expressed as a single class.

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 Abilities

This archetype has all normal class abilities, except as noted.

Class Skills

The arcane archer's class skills (and the key ability for each skill) are

Skill Ranks at Each Level: 4 + Int modifier.

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.

Spells

An arcane archer casts arcane spells drawn from a combination of the ranger and magus spell list. In addition, an arcane archer has the 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.

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).

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 spellbook. While studying, the arcane archer decides which spells to prepare.

Starting Spells: An arcane archer begins play with a 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).

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.

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

At 1st level, an arcane archer learns to cast spells and shoot his bow 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 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)

At 2nd level, whenever an arcane archer casts a spell that requires a ranged touch attack from his class 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' archer#TOC-Spellstrike-Su- spellstrike ability, see FAQ/Errata for that ability for more information.

Bonded Bow (Su)

Arcane archers begin play with a bonded bow at no cost. These bows are always masterwork quality. Weapons acquired at 1st level are not made of any special material. The bonded bow must be held in one hand to have effect. If an arcane archer attempts to cast a spell without his bonded bow carried or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

A bonded bow can be used once per day to cast any one spell that the arcane archer has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the arcane archer, including casting time, duration, and other effects dependent on the arcane archer's level. This spell cannot be modified by metamagic feats or other abilities.

At 5th level an arcane archer can add additional magic abilities to his bonded bow as if he had the Craft Magic Arms and Armor feat. The magic properties of a bonded bow, including any magic abilities added to the bow, only function for the arcane archer who owns it. If a bonded bow's owner dies, or the bow is replaced, the bow reverts to being an ordinary masterwork bow of the appropriate type.

If a bonded bow is damaged, it is restored to full hit points the next time the arcane archer prepares his spells. If the bonded bow lost or destroyed, it can be replaced after 1 week in a special ritual that costs 500 gp plus the cost of the masterwork bow. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded bow. An arcane archer can designate an existing magic bow as his bonded bow. This functions in the same way as replacing a lost or destroyed bow except that the new magic bow retains its abilities while gaining the benefits and drawbacks of becoming a bonded bow.

Track (Ex)

An arcane archer gains a +2 bonus on Survival skill checks made to follow tracks.

Wild Empathy (Ex)

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.

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.

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.

Archery Style Feat (Ex)

Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).

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.

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.

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

  • Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
  • At 6th level, he adds Improved Precise Shot, Mounted Archery, Parting Shot, Point Blank Master, and Manyshot to the list.
  • At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Endurance

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

Favored Terrain (Ex)

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).

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.

Table: Arcane archer Favored Terrains

  • Cold (ice, glaciers, snow, and tundra)
  • Desert (sand and wastelands)
  • Forest (coniferous and deciduous)
  • Jungle
  • 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)

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.

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)

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.

Seeker Arrow (Su)

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.

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)

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.

Arrow of Death (Su)

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

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +0 +2 +2 Cantrips, ranged legerdemain, trapfinding 3 1
2nd +1 +0 +3 +3 Scribe scroll 4 2
3rd +2 +1 +3 +3 Evasion, sneak attack 1d6 4 3
4th +3 +1 +4 +4 Rogue talent, trap sense 4 3 1
5th +3 +1 +4 +4 Sneak attack 2d6 4 4 2
6th +4 +2 +5 +5 Arcane bond, tricky spells 5 4 3
7th +5 +2 +5 +5 Sneak attack 3d6 5 4 3 1
8th +6/+1 +2 +6 +6 Rogue talent 5 4 4 2
9th +6/+1 +3 +6 +6 Sneak attack 4d6 5 5 4 3
10th +7/+2 +3 +7 +7 Impromnitou sneak attack 5 5 4 3 1
11th +8/+3 +3 +7 +7 Sneak attack 5d6 5 5 4 4 2
12th +9/+4 +4 +8 +8 Rogue talent 5 5 5 4 3
13th +9/+4 +4 +8 +8 Sneak attack 6d6 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Surprise spells 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Sneak attack 7d6 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Advanced talent 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Sneak attack 8d6 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Invisible theif 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Sneak attack 9d6 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Advanced talent 5 5 5 5 5 5 5

Summary of Changed Class Abilities