Difference between revisions of "Arcane Archer (Apath)"

From Action
Jump to navigation Jump to search
(wk)
 
m (→‎Class Information: '''Publisher:''' Purple Duck Games.)
 
(77 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{Apath}}
 
{{Apath}}
''Few can match the guile and craftiness of arcane tricksters. 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 tricksters 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.''  
+
''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]].
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]].
 +
 
 +
'''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: ''' Ranger, Wizard.
+
'''Build Classes: ''' Magus, ranger, wizard.
  
An arcane trickster is a mix of ranger and wizard,  the [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-archer arcane archer] prestige class expressed as a single class.
+
The arcane archer merges archery and spellcasting into a deadly whole.
  
'''Role:''' With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.
+
'''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:''' Any
+
'''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:''' d6.
+
'''Hit Die:''' d8.
 
 
== Class Abilities ==
 
This archetype has all normal class abilities, except as noted.
 
  
 
=== Class Skills ===
 
=== Class Skills ===
The arcane trickster's class skills (and the key ability for each skill) are Acrobatics (Dex),
+
The arcane archer's class skills (and the key ability for each skill) are  
Appraise (Int),
 
Bluff (Cha),
 
 
Climb (Str),
 
Climb (Str),
Craft (Int ),
+
Craft (Int),
Diplomacy (Cha),
 
Disable Device (Dex),
 
Disguise (Cha),
 
Escape Artist (Dex),
 
 
Fly (Dex),
 
Fly (Dex),
 +
Handle Animal (Cha),
 +
Heal (Wis),
 
Intimidate (Cha),
 
Intimidate (Cha),
Knowledge (all) (Int),
+
Knowledge (arcana) (Int),
Linguistics (Int),
+
Knowledge (dungeoneering) (Int),
 +
Knowledge (geography) (Int),
 +
Knowledge (nature) (Int),
 +
Knowledge (planes) (Int),
 
Perception (Wis),
 
Perception (Wis),
Perform (Cha),
 
 
Profession (Wis),
 
Profession (Wis),
Sense Motive (Wis),
+
Ride (Dex),
Sleight of Hand (Dex),
 
 
Spellcraft (Int),
 
Spellcraft (Int),
 
Stealth (Dex),
 
Stealth (Dex),
Swim (Str), and
+
Survival (Wis), and
Use Magic Device (Cha).
+
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 ===
Arcane tricksters 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 trickster's movements, which can cause his spells with somatic components to fail.
+
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 trickster casts arcane spells drawn from the sorcerer/wizard spell list. An arcane trickster must choose and prepare his spells ahead of time. An arcane trickster only ever learns to cast spells up to level 6. Sorcerer/wizard spells of level 7 or higher are not on the arcane tricksters spell list.
+
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.
 +
 
 +
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 [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook]. While studying, the arcane archer decides which spells to prepare.
 +
 
 +
'''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.
 +
 
 +
=== 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.
  
To learn, prepare, or cast a spell, the arcane trickster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane trickster's spell is 10 + the spell level + the arcane trickster's Intelligence modifier.
+
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.
  
An arcane trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane trickster. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
+
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.  
  
An arcane trickster 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 trickster decides which spells to prepare.
+
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.  
  
'''Starting Spells:''' An arcane trickster begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level arcane trickster spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The arcane trickster also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane trickster level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane trickster level) for his spellbook. At any time, an arcane trickster can also add spells found in other arcane tricksters' spellbooks to his own (see Magic).
+
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.
  
'''Spells Gained at a New Level:''' Arcane tricksters perform a certain amount of spell research between adventures. Each time a character attains a new arcane trickster 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.
+
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 ===
 
=== Cantrips ===
Arcane tricksters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane trickster 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 trickster 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.
  
=== Ranged Legerdemain (Su) ===
+
=== Spell Archery (Ex) ===
An arcane trickster 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 trickster 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.
+
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.  
  
=== Trapfinding (Ex) ===
+
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.
An arcane trickster adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An arcane trickster of 2nd level or higher can use Disable Device to disarm magic traps.
 
  
=== Scribe Scroll ===
+
=== Archery Style Feats (Ex) ===
At 2nd level, an arcane trickster gains Scribe Scroll as a bonus feat.
+
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.
  
=== Evasion (Ex) ===
+
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.
At 3rd level and higher, an arcane trickster 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 trickster is wearing light armor or no armor. A helpless arcane trickster does not gain the benefit of evasion.
 
  
=== Sneak Attack (Ex) ===
+
An arcane archer can choose from the following list whenever she gains a combat style feat:
At 3rd level, when an arcane trickster 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 trickster'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 trickster flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every two arcane trickster levels thereafter. Should the arcane trickster 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.
+
* Far Shot, Focused Shot (Advanced Player's Guide), Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
  
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 trickster 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.
+
* 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.
  
The arcane trickster 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 trickster cannot sneak attack while striking a creature with concealment. Sneak attack from several sources stacks.
+
* At 10th level, she adds Greater Weapon Focus (longbow or shortbow), Pinpoint Targeting, and Shot on the Run to the list.
  
=== Rogue Talents ===
+
=== Ranged Spellstrike (Su) ===
At 4th level, an arcane trickster starts to learn a number of rogue talents that aid her and confound her foes. Starting at 4th level, an arcane trickster gains one rogue talent. She gains an additional rogue talent for every 4 levels of arcane trickster. An arcane trickster cannot select an individual talent more than once.
+
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.  
  
Talents marked with an asterisk add effects to an arcane trickster'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.
+
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.
  
=== Trap Sense (Ex) ===
+
If the arcane archer makes this attack in concert with spell archery, this ranged attack takes all the penalties accrued by spell archery.  
At 4th level, an arcane trickster 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 trickster levels. Trap sense bonuses gained from multiple classes stack.
 
  
=== Arcane Bond (Ex or Sp) ===
+
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.  
At 6th level, arcane tricksters 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 trickster's skills and senses and can aid him in magic, while a bonded object is an item an arcane trickster can use to cast additional spells or to serve as a magical item. Once an arcane trickster 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.
+
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.
Arcane tricksters 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 trickster 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 trickster 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 trickster, including casting time, duration, and other effects dependent on the arcane trickster'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 trickster's opposition schools (see arcane school below).
+
=== Endurance ===
 +
An arcane archer gains Endurance as a bonus feat at 3rd level.
  
An arcane trickster 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 trickster 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 trickster 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.
+
=== 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.
  
If a bonded object is damaged, it is restored to full hit points the next time the arcane trickster 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 trickster 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 trickster 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.
+
=== 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.
  
=== Tricky Spells (Su)===
+
=== Imbue Arrow (Su) ===
Starting at 6th level, as a free action, an arcane trickster 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 trickster decides to use this ability at the time of casting.
+
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.
  
=== Impromptu Sneak Attack (Ex) ===
+
=== Knowledge Pool (Su) ===
Beginning at 10th level, once per day an arcane trickster 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 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.
  
At 14th level, an arcane trickster can use this ability twice per day.
+
=== 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.
  
=== Surprise Spells ===
+
=== Improved Spell Recall (Su) ===
At 14th level, an arcane trickster 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.
+
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.
  
=== Advanced Talents ===
+
=== Hail of Arrows (Su) ===
At 16th level, and every four levels thereafter, an arcane trickster can choose an advanced talent in place of a rogue talent.
+
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.
  
=== Invisible Thief (Su) ===
+
=== Phase Arrow (Su) ===
At 18th level, an arcane trickster 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 trickster level. Her caster level for this effect is equal to her level. These rounds need not be consecutive.
+
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.
  
== Table: Arcane Trickster==
+
=== 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="wikitable"
 
{| class="wikitable"
 
|rowspan=2| '''Class<br>Level''' || rowspan=2| '''Base Attack<br>Bonus''' || rowspan=2| '''Fort<br>Save''' || rowspan=2| '''Ref<br>Save''' || rowspan=2| '''Will<br>Save''' || rowspan=2| '''Special''' || colspan=7 align="center" |'''Spells per Day'''
 
|rowspan=2| '''Class<br>Level''' || rowspan=2| '''Base Attack<br>Bonus''' || rowspan=2| '''Fort<br>Save''' || rowspan=2| '''Ref<br>Save''' || rowspan=2| '''Will<br>Save''' || rowspan=2| '''Special''' || colspan=7 align="center" |'''Spells per Day'''
Line 129: 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

ApathApath Logo
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
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.