
peterrco |
http://arcanearcheradventures.blogspot.com/
This is my arcane archer guide part 1. I'm open to suggestions or anything else anyone thinks needs to be added.
Link Arcane Archer Adventures.
This is a nice start to your guide. I enjoyed reading it.
Are you able to combine imbue arrow with phase arrow? That would be a nice way of putting an area effect into a room full of enemies before kicking down the door.

Crysknife |

You need level 3 spells to be an ek. I did mention ek as a finisher. If you have another path Im open to hear it and will add it.
I dont think you can phase arrow and imbue arrow the same turn as both require a standard action. Id allow it in my games, but i dont think core does.
Sorry if I wasn't clear, I meant that many consider a better choice to get into AA and get out as soon as they qualify for EK, since after level 4 the abilities granted by AA are not that good, at least compared to additional spell levels granted by EK (which still gives you full bab and other niceties).

CountMRVHS |
Eh, I don't see too many benefits to ditching AA for EK as soon as possible. EK nets 2 spell levels over AA... important for some builds, but not necessarily all. The EK capstone is extremely situational as well.
I like the guide so far - glad someone is dedicating their attention to the Arcane Archer! There are a few typos/misspellings you may want to check up on in a revision ("prepair," e.g.), but overall a very good start.
I'm curious to see how you'll describe the bard/arcane archer path next.

Apocalypso |

I've got a character that's an Oracle of Wind/ Rogue Sniper. I've been thinking for a while that a Wind Oracles Revelations should work phenomenally to enhance archery. (they don't really at the moment)
They get bonus spells to control winds, which can already be used to deflect ranged weapons. Why not also use winds to enhance the speed/impact/damage of arrows?
Another first level revelation is Windsight. At early levels it allows perception through fog, and a bonus of 100'. Already good for an archer.
Then at seventh level it can be used to see *any* distance if there is no obstruction (like through an open window, down the stairs, across the tavern to find an unwary opponent, for example). Could this revelation be combined with some kind of guided arrow of seeking?
It might not work for all Oracles, but any cleric/oracle/sorcerer/wizard of Air, Wind or Storm, seems like a beautiful match for an archer.
Your thoughts?

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I read it all the way through and found it interesting.
There is a little inconsistency in the latter parts with regard to number of attacks, specifically how you list your number of attacks for manyshot.
It looks like a fun build to play if you like shooting arrows and being a limited spellcaster.
I still wonder if you can't build a better spell-slingin' archer with Eldritch Knight.
At 10th, you have Wiz (Transmuter) 5, Fighter 1, EK 4. Your BAB is one behind your Brd/AA build but you get +2 to an ability from Transmuter, weapon specialization and a much better spell list to pull from including 4th level spells like Greater Invisibility as a seriously good self-buff. Further, if you took bonded object (bow) you can enchant your bow as a 9th level wizard so you can make your own +3 holy/whatever bow you like for half price.

Rylar |

The reason Zen archer monk wasn't suggested is that the earliest it can become an arcane archer is level 10. Also I think that most features that come from monk stop being useful when the monk caps out at level 8. If you would like to explain the advantages and disadvantages of the class combination, I will add it when I get to the advanced build section.

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Can you be more specific when you say "a little inconsistency"?
From memory, I recall that it could be one of two things:
1) some of the attack routines assume haste and others don't
or 2) you counted manyshot as a separate attack when it's part of the first roll.
Level 9 you have:
15/15/15/10
Which is either:
Haste attack/Rapid shot/Rapid Shot/iterative
or:
incorrectly accounted for manyshot/rapid/rapid/iterative
Then you have:
17/17/17/17/12
Which must be:
haste/incorrectly accounted for manyshot/rapid/rapid/iterative
Then at level 10, you are back to:
17/17/17/12
Which is why I thought it was inconsistent.
I would put it as:
17*/17/17/12
* = two arrows on extra haste attack with manyshot 2d8+bonuses or something like that

Lune |

Zen Archer Monk/Empyreal blooded Sorcerer Arcane Archers gets to use Wis for attack bonus, AC, Will saves and spell DCs. They get to Flurry with a bow and use Rapid Shot; thats 5 attacks at level 8. They get fast movement (+20ft at 8th level which is the logical stopping point) which is good for staying at range, but can fight in melee without dropping their bow making them a superior switch hitter. They get Weapon Focus, Perfect Strike, Point Blank Master and Weapon Specialization for free. They also get 3 bonus archery feats for a total of 7 bonus feats in 8 levels. Thats more than a Fighter! If you chose to go to 9th level Monk then you get to threaten with your bow (handy once you get into Arcane Archer).
You only need 8th level monk to get +6 BAB, and a single level of sorcerer to qualify for Arcane Archer. So your 10th level can be into Arcane Archer. It is a late entry but it is strong all the way through. This choice is not for those who want into Arcane Archer as soon as possible, but it is a totally valid and very effective choice. On top of that getting all good saves for 8 levels, 4 skill points/level, an extra point of AC that stacks with everything and not having to worry about MAD is great! The only stats that the build really needs is Wis for attack bonus, AC, Will saves and spell DCs and Str for damage bonus on arrows. Everything else is just gravy.
So... whats NOT to like?

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Rylar wrote:Sorry if I wasn't clear, I meant that many consider a better choice to get into AA and get out as soon as they qualify for EK, since after level 4 the abilities granted by AA are not that good, at least compared to additional spell levels granted by EK (which still gives you full bab and other niceties).
You need level 3 spells to be an ek. I did mention ek as a finisher. If you have another path Im open to hear it and will add it.
I dont think you can phase arrow and imbue arrow the same turn as both require a standard action. Id allow it in my games, but i dont think core does.
If he wrote his guide that way, then it really wouldn't be a guide to the Arcane Archer, would it? It would be a guide to some Min-Maxer's cookie-cutter build.