Difference between revisions of "Arcane Archer (Apath)"

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=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
Arcane archers are proficient with all simple weapons, plus the hand rapier, sap, shortbow, and short sword, but not with any type of armor or shield. Armor interferes with an arcane archer's movements, which can cause his spells with somatic components to fail.
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A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
  
 
=== Spells ===
 
=== Spells ===
An arcane archer casts arcane spells drawn from the sorcerer/wizard spell list. An arcane archer must choose and prepare his spells ahead of time. 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 archers spell list.
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An arcane archer casts arcane spells drawn from the magus spell list. An arcane archer must choose and prepare his spells ahead of time. An arcane archer only ever learns to cast spells up to level 6.
  
 
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.
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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.
 
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.
  
'''Starting Spells:''' An arcane archer begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level arcane archer spells (except those from his opposed schools, if any; see Arcane Schools) 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 arcane archers' spellbooks to his own (see Magic).
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'''Starting Spells:''' An arcane archer begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level magus spells 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 arcane archers' 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. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
 
'''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. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
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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. An arcane archer can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
 
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. An arcane archer can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
  
=== Ranged Legerdemain (Su) ===
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=== Track (Ex) ===
An arcane archer can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane archer cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used and has ''mage hand'' prepared.
 
  
=== Trapfinding (Ex) ===
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A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
An arcane archer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An arcane archer of 2nd level or higher can use Disable Device to disarm magic traps.
 
  
=== Scribe Scroll ===
 
At 2nd level, an arcane archer gains Scribe Scroll as a bonus feat.
 
  
=== Evasion (Ex) ===
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=== Wild Empathy (Ex) ===
At 3rd level and higher, an arcane archer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane archer is wearing light armor or no armor. A helpless arcane archer does not gain the benefit of evasion.
 
  
=== Sneak Attack (Ex) ===
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A ranger 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 ranger rolls 1d20 and adds his ranger 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.
At 3rd level, when an arcane archer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
 
  
The arcane archer's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the arcane archer flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every two arcane archer levels thereafter. Should the arcane archer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
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To use wild empathy, the ranger 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.
  
With a weapon that deals nonlethal damage (like a sap, whip, unarmed strike, or ''[http://www.d20pfsrd.com/magic/all-spells/f/frostbite frostbite]'')), an arcane archer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use an attack that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
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The ranger 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.
  
The arcane archer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An arcane archer cannot sneak attack while striking a creature with concealment. Sneak attack from several sources stacks.
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=== Archery Style Feat (Ex) ===
  
=== Rogue Talents ===
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At 2nd level, a ranger 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.
At 4th level, an arcane archer starts to learn a number of rogue talents that aid her and confound her foes. Starting at 4th level, an arcane archer gains one rogue talent. She gains an additional rogue talent for every 4 levels of arcane archer. An arcane archer cannot select an individual talent more than once.
 
  
Talents marked with an asterisk add effects to an arcane archer's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
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The benefits of the ranger'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 a ranger selects a combat style, it cannot be changed.
  
=== Trap Sense (Ex) ===
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A ranger can choose from the following list whenever he gains a combat style feat:
At 4th level, an arcane archer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by one for every for arcane archer levels. Trap sense bonuses gained from multiple classes stack.
 
  
=== Arcane Bond (Ex or Sp) ===
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*  Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, arcane archers form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the arcane archer's skills and senses and can aid him in magic, while a bonded object is an item an arcane archer can use to cast additional spells or to serve as a magical item. Once an arcane archer makes this choice, it is permanent and cannot be changed.
 
  
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
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* 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.
Arcane archers who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If an arcane archer attempts to cast a spell without his bonded object worn 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. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
 
  
A bonded object 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. The bonded object cannot be used to cast spells from the arcane archer's opposition schools (see arcane school below).
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* At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
 
 
An arcane archer can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, an arcane archer with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the arcane archer who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
 
 
 
If a bonded object is damaged, it is restored to full hit points the next time the arcane archer prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcane archer level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. An arcane archer can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
 
 
 
=== Tricky Spells (Su)===
 
Starting at 6th level, as a free action, an arcane archer can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability once per day at 6th level and one additional time per every three levels thereafter, to a maximum of 6 times per day at 18th level. The arcane archer decides to use this ability at the time of casting.
 
 
 
=== Impromptu Sneak Attack (Ex) ===
 
Beginning at 10th level, once per day an arcane archer can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to precision damage take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
 
 
 
At 14th level, an arcane archer can use this ability twice per day.
 
 
 
=== Surprise Spells ===
 
At 14th level, an arcane archer can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
 
 
 
=== Advanced Talents ===
 
At 16th level, and every four levels thereafter, an arcane archer can choose an advanced talent in place of a rogue talent.
 
 
 
=== Invisible Thief (Su) ===
 
At 18th level, an arcane archer can become invisible, as if under the effects of ''greater invisibility'', as a free action. She can remain invisible for a number of rounds per day equal to half her arcane archer level. Her caster level for this effect is equal to her level. These rounds need not be consecutive.
 
  
 
== Table: Arcane Archer==
 
== Table: Arcane Archer==

Revision as of 00:12, 3 January 2014

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Unofficial rules compendium

Few can match the guile and craftiness of arcane archers. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane archers can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.

Class Information

This is a merged prestige class.

Prestige Class: Arcane Archer.

Build Classes: Ranger, Wizard.

An arcane archer is a mix of ranger and wizard, 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 Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells

An arcane archer casts arcane spells drawn from the magus spell list. An arcane archer must choose and prepare his spells ahead of time. An arcane archer only ever learns to cast spells up to level 6.

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 magus spells 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 arcane archers' 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. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

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. An arcane archer can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.


Wild Empathy (Ex)

A ranger 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 ranger rolls 1d20 and adds his ranger 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 ranger 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 ranger 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)

At 2nd level, a ranger 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 ranger'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 a ranger selects a combat style, it cannot be changed.

A ranger 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.

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