[Arcane Archer] Pathfinder Arcane Archer Partial Fix


Prestige Classes


Here is a partial fix of the arcane archer. How would you compare this to base beta classes at the same character levels (8th to 17th at earliest)?

Keep in mind this is not an entirely rebuilt version but rather a tweaked version of the arcane archer presented in the downloaded pdf file. The greater part of it is still the same as in the download.

Notes
1. The imbue arrow feature has been tweaked to make use of spells that the arcane archer is actually expected to have at the level the feature is gained. (area spells coming up more often by 5th caster level rather than 1st or 2nd).
2. A smaller base attack progression coincides with increasing caster level, gaining caster level on levels where base attack bonus does not go up.
3. Breakthrough allows the archer to keep up with the main target of his attack in terms of overcoming spell resistance. At the level you get this, monsters with spell resistance do have a tendency to pop up now and then. Pure spellcasters will still be much better at overcoming spell resistance but with this the arcane archer at least has a reasonable shot at it.
Being situational, as not EVERY monster encountered will have SR, the increasing bonus should not overpower the character.
4. Arrow of death has been removed, making hail of arrows, an additional use of magic arrow and breakthrough at +4 the capstone of the prestige class.
5. Magic Arrow is a single attack against a single target, so the arcane archer's regular attacks will probably not be overshadowed too much.
6. The combination of breakthrough, magic arrow, and 1/2 caster level increase should make the arcane archer viable for potential epic progression.

ARCANE ARCHER
Hit Die: d8

Requirements
Base Attack Bonus: +6
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)
Spells: Ability to cast 1st-level arcane spells

Class Skills
Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis)
Skill Points at Each Level: 4 + Int modifier

BAB progression: 3/4
Poor Fort save, Good Reflex save, Good Will save

Level
1st - (BAB +0) Enhance arrows (magic), magic arrow (1d6), 1/2 spellcasting level progression
2nd - (BAB +1) Imbue arrow (touch)
3rd - (BAB +2) Enhance arrows (elemental), magic arrow (2d6)
4th - (BAB +3) Seeker arrow, breakthrough +1
5th - (BAB +3) Enhance arrows (distance), magic arrow 2/day
6th - (BAB +4) Phase arrow, breakthrough +2, magic arrow (3d6)
7th - (BAB +5) Enhance arrows (elemental burst)
8th - (BAB +6) Imbue arrow (area), breakthrough +3
9th - (BAB +6) Enhance arrows (aligned), magic arrow (4d6)
10th - (BAB +7) Breakthrough +4, hail of arrows, magic arrow 3/day,

Class Features

Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, and light armors.

Spells per Day: At 1st and every odd level of arcane archer afterwards, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.

Enhance Arrows (Su): [same as before]

Magic Arrow (Su): Once per day, the arcane archer can conjure a magic arrow of force as part of a ranged attack wielding a longbow or shortbow. As a standard action, the arcane archer makes a single ranged touch attack using the magic arrow. Upon striking the target, the arrow deals 1d6 points of force damage + an additional 1d6 force damage per three levels of arcane archer.
Any special properties normally applied by the longbow or shortbow (ex. flaming longbow) or abilities possessed by the arcane archer (ex. imbue arrow) are applied to the magic arrow as if it were a normal arrow.
At 5th level and 10th level, the arcane archer gains an additional use of magic arrow per day.

Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place a touch spell upon an arrow. When the arrow is fired, the target of the arrow becomes the target of the touch spell, hitting if the arrow itself hits the target. It takes a standard action to cast the spell and fire the arrow.
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 on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. 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. If the arrow hits a creature, the creature is automatically hit by the area spell. For example, a fireball-imbued arrow that hits its target would allow every other target in the area other than the target of the arrow a Reflex saving throw for half damage.

Seeker Arrow (Sp): [same as before]

Phase Arrow (Sp): [same as before]

Breakthrough (Su): At 4th level, an arcane archer gains a +1 bonus to overcome the spell resistance of the target of an arrow that the arcane archer has imbued with a spell using his imbue arrow class feature. If imbuing with an area spell, this does not include other targets within the affected area, only the target of the arrow itself.
At every even level afterwards, this bonus increases by 1 (+2 at 6th level, +3 at 8th level, +4 at 10th level).

Hail of Arrows (Sp): [now at 10th level]

Dark Archive

I think by far the biggest thing arcane archer needs is spellcasting progression. It just seems odd that a class is focused on casting spells on arrows...but really has no spells. 5/10 or 4/10 would be enough....but I think its a needed change

I'd even say sacrafice some bab if it is needed, but as it is I don't think its needed

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