Making the Arcane Archer Not Suck
The Arcane Archer came up in another thread. As a prestige class that's become sad and pathetic since the update from 3.0 to 3.5, I feel sorry for it, and decided I wanted to see if I could give it back some of the kick it used to have. So, for your perusal, my updated Arcane Archer.
Requirements
Base Attack Bonus: +6
Feats: Point Blank Shot, Precise Shot
Spells: Must be able to cast spells of at least 1st level.
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Class Skills: Balance, Concentration, Craft, Handle Animal, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (Psionics), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Tumble
Skill Points per level: 4 + Intelligence modifier
Hit Dice: D6
Spellcasting - At every level except levels 1 and 6, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became an arcane archer, he must decide to which class he adds each level of arcane archer for the purpose of determining spells per day and spells known.
Enhance Arrow - At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for him. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level). The enhancement bonus granted by this ability stacks with the enhancement bonus granted by a magical or psionic weapon.
Imbue Arrow - At second level, an arcane archer can use a standard action to cast any area or touch spell he knows and deliver the spell through an arrow with a ranged attack. Casting a spell in this manner does not provoke an attack of opportunity, though firing the arrow still does. The spell must have a casting time of 1 standard action or less. When an arrow imbued with an area spell is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. If an attack made with an imbued arrow holding a touch spell is successful, the attack deals damage normally, then the effect of the spell is resolved.
This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seeker Arrows - At fourth level, an arcane archer's arrows negate cover and concealment. The archer can launch his arrows at a target known to her within range, and the arrows travel to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrows' flight.
Split Arrows - At 6th level, an arcane archer's arrows multiply in mid-air. Each arrow shot by the archer splits into an identical arrow, with the enhancements. This splitting effect does not duplicate the effects of Imbue Arrow or any similar effects that impart spells onto your arrows. Each new missile strikes the same target as the original it was split from, but uses a separate attack roll.
Arrow of Death - At 8th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 15 + 1/2 Arcane Archer level + 1/2 BAB Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. An Arrow of Death may duplicated by the Split Arrows class feature, or any similar effect.
Improved Imbue Arrow - At 10th level, an arcane archer may imbue multiple arrows with a single touch spell he knows. Casting a spell in this manner is a swift action and does not provoke an attack of opportunity, though firing the arrows still do. The spell must have a casting time of 1 standard action or less. The spell remains charged on the archer's hand, imbuing each arrow he shoots until the beginning of his next turn, whereupon the energies will dissipate. If an attack made with an imbued arrow holding a touch spell is successful, the attack deals damage normally, then the effect of the spell is resolved.
This ability allows the archer to use the bow's range rather than the spell's range. The spell held with this ability may not be cast as a normal spell, and may only be cast by firing arrows imbued with the energy. Arrows enhanced by this ability do not impart their spell effect onto duplicate arrows that are created through the Split Arrows Arcane Archer ability, or any similar effect.
Requirements
Base Attack Bonus: +6
Feats: Point Blank Shot, Precise Shot
Spells: Must be able to cast spells of at least 1st level.
Level | BAB | Saves | Class Features | Spellcasting |
1 | +1 | +0/+2/+2 | Enhance Arrow +1 | -- |
2 | +2 | +0/+3/+3 | Imbue Arrow | +1 Existing Spellcasting Class |
3 | +3 | +1/+3/+3 | Enhance Arrow +2 | +1 Existing Spellcasting Class |
4 | +4 | +1/+4/+4 | Seeker Arrows | +1 Existing Spellcasting Class |
5 | +5 | +1/+4/+4 | Enhance Arrow +3 | +1 Existing Spellcasting Class |
6 | +6 | +2/+5/+5 | Split Arrow | -- |
7 | +7 | +2/+5/+5 | Enhance Arrow +4 | +1 Existing Spellcasting Class |
8 | +8 | +2/+6/+6 | Arrow of Death | +1 Existing Spellcasting Class |
9 | +9 | +3/+6/+6 | Enhance Arrow +5 | +1 Existing Spellcasting Class |
10 | +10 | +3/+7/+7 | Improved Imbue Arrow | +1 Existing Spellcasting Class |
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Class Skills: Balance, Concentration, Craft, Handle Animal, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (Psionics), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Tumble
Skill Points per level: 4 + Intelligence modifier
Hit Dice: D6
Spellcasting - At every level except levels 1 and 6, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became an arcane archer, he must decide to which class he adds each level of arcane archer for the purpose of determining spells per day and spells known.
Enhance Arrow - At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for him. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level). The enhancement bonus granted by this ability stacks with the enhancement bonus granted by a magical or psionic weapon.
Imbue Arrow - At second level, an arcane archer can use a standard action to cast any area or touch spell he knows and deliver the spell through an arrow with a ranged attack. Casting a spell in this manner does not provoke an attack of opportunity, though firing the arrow still does. The spell must have a casting time of 1 standard action or less. When an arrow imbued with an area spell is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. If an attack made with an imbued arrow holding a touch spell is successful, the attack deals damage normally, then the effect of the spell is resolved.
This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seeker Arrows - At fourth level, an arcane archer's arrows negate cover and concealment. The archer can launch his arrows at a target known to her within range, and the arrows travel to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrows' flight.
Split Arrows - At 6th level, an arcane archer's arrows multiply in mid-air. Each arrow shot by the archer splits into an identical arrow, with the enhancements. This splitting effect does not duplicate the effects of Imbue Arrow or any similar effects that impart spells onto your arrows. Each new missile strikes the same target as the original it was split from, but uses a separate attack roll.
Arrow of Death - At 8th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 15 + 1/2 Arcane Archer level + 1/2 BAB Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. An Arrow of Death may duplicated by the Split Arrows class feature, or any similar effect.
Improved Imbue Arrow - At 10th level, an arcane archer may imbue multiple arrows with a single touch spell he knows. Casting a spell in this manner is a swift action and does not provoke an attack of opportunity, though firing the arrows still do. The spell must have a casting time of 1 standard action or less. The spell remains charged on the archer's hand, imbuing each arrow he shoots until the beginning of his next turn, whereupon the energies will dissipate. If an attack made with an imbued arrow holding a touch spell is successful, the attack deals damage normally, then the effect of the spell is resolved.
This ability allows the archer to use the bow's range rather than the spell's range. The spell held with this ability may not be cast as a normal spell, and may only be cast by firing arrows imbued with the energy. Arrows enhanced by this ability do not impart their spell effect onto duplicate arrows that are created through the Split Arrows Arcane Archer ability, or any similar effect.