kevin_video
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Yes, this actually exists, and it's what we use in our games. Much like some people don't use the bard or paladin because there's a prestige version. It's built just like the 3.5 ranger/paladin/hexblade/spell thief for spells (3/3/3/3 at 1/2 level), and has a 20 level progression of the original Arcane Archer PrC. As you may recall, the old one had d8 HD and 2+INT skill points. It also didn't have a spell progression.
I'm updating it to the Pathfinder version as it was upgraded significantly. Firstly, d10 from d8 HD. Secondly, 4+INT instead of 2+. And finally, CL-3 instead of CL 1/2 and two spells at 1st and 2nd. However, two main aspects have changed in the progression of the character. One: they get more seeker arrows and phase arrows over the 20 levels, and they no longer get +1 to +5 bonuses to their arrows (now magic, aligned, elemental, etc).
I'm house ruling the skills. They had NOTHING for skills, and I mean nothing. How is it possible for an arcane caster to not have Spellcraft or Knowledge (arcana)? Seriously. Even the 3.5 version didn't have Concentration. The base version did have Craft though.
The arcane archer’s class skills are Craft (Int), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
And no, surprisingly enough, the arcane archer does not have "Armored Mage" listed despite having it as per the bard or warmage. For all things spell wise, they are considered wizards (ie they have to prepare spells each day, require a spell book, use their INT, etc).
Anyone want to help me update this sucker? There's three dead levels to play with and move around.
Lvl BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 +1 +2 +2 +0 Point Blank Shot, Armored Mage - - - -
2 +2 +3 +3 +0 Weapon Focus - - - -
3 +3 +3 +3 +1 Precise Shot - - - -
4 +4 +4 +4 +1 Enhance Arrow (magic) 0 - - -
5 +5 +4 +4 +1 Imbue Arrow 1 - - -
6 +6/+1 +5 +5 +2 Seeker Arrow 1/day 1 - - -
7 +7/+2 +5 +5 +2 Enhance Arrow (elemental) 1 0 - -
8 +8/+3 +6 +6 +2 --Dead Level-- 1 1 - -
9 +9/+4 +6 +6 +3 Phase Arrow 1/day 2 1 - -
10 +10/+5 +7 +7 +3 Enhance Arrow (distance) 2 1 0 -
11 +11/+6/+1 +7 +7 +3 --Dead Level-- 2 1 1 -
12 +12/+7/+2 +8 +8 +4 Seeker Arrow 2/day 2 2 1 -
13 +13/+8/+3 +8 +8 +4 Enhance Arrow (elemental burst) 3 2 1 0
14 +14/+9/+4 +9 +9 +4 Hail of Arrows 3 2 1 1
15 +15/+10/+5 +9 +9 +5 Arrow of Death 3 2 2 1
16 +16/+11/+6/+1 +10 +10 +5 Enhance Arrow (aligned) 3 3 2 1
17 +17/+12/+7/+2 +10 +10 +5 --Dead Level-- 4 3 2 1
18 +18/+13/+8/+3 +11 +11 +6 Seeker Arrow 3/day 4 3 2 2
19 +19/+14/+9/+4 +11 +11 +6 Phase Arrow 2/day 4 3 3 2
20 +20/+15/+10/+5 +12 +12 +6 Greater Arrow of Death 4 4 3 3
kevin_video
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The only thing I'd point out is that I'd hardly refer to any level at which you gain a new level of spells and possibly another iterative attack (8th, 11th) as a "dead level."
Perhaps, but in Pathfinder that's pretty much gone though. It's actually quite rare to find "dead levels" in a class with this system. The ranger and paladin definitely have 0 spaces. Maybe I should revise it and say that the special areas are "Empty" instead of dead. Regardless, this updated NEEDS a third Phase Arrow and a fourth Seeker Arrow placed in two of those spots. I say "need" because that's how many the PrC version has, and if a 20 level class can't even have at least the same number of items that a 10 level version of the class has, there's a problem.
kevin_video
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Alright, here's my take on it. At least for the basics. Note that I've specified the armored mage aspect of it that the base class has, but never actually tells you in the table, and added the medium armored mage ability later on, much like the duskblade. They can wear all forms of armour anyways, so being able to cast later on in at least medium makes sense. I've also given the class 5 Seeker Arrows. The PrC gets 4, but one more won't make it unbalanced. As well, I made it so that you got the Arrow of Death earlier. Getting it at 15th, when you're getting the better version at 20th, seems kind of ridiculous. Also gave it Manyshot, and the ability to imbue all three arrows at a later level.
Arcane Archer (base class)
Lvl BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 +1 +2 +2 +0 Point Blank Shot, Armored Mage (light armor and shield) - - - -
2 +2 +3 +3 +0 Weapon Focus - - - -
3 +3 +3 +3 +1 Precise Shot - - - -
4 +4 +4 +4 +1 Enhance Arrow (magic) 0 - - -
5 +5 +4 +4 +1 Imbue Arrow, Armored Mage (medium armor) 1 - - -
6 +6/+1 +5 +5 +2 Seeker Arrow 1/day 1 - - -
7 +7/+2 +5 +5 +2 Enhance Arrow (elemental) 1 0 - -
8 +8/+3 +6 +6 +2 Phase Arrow 1/day 1 1 - -
9 +9/+4 +6 +6 +3 Seeker Arrow 2/day 2 1 - -
10 +10/+5 +7 +7 +3 Enhance Arrow (distance) 2 1 0 -
11 +11/+6/+1 +7 +7 +3 Arrow of Death 2 1 1 -
12 +12/+7/+2 +8 +8 +4 Manyshot, Seeker Arrow 3/day 2 2 1 -
13 +13/+8/+3 +8 +8 +4 Enhance Arrow (elemental burst), Phase Arrow 2/day 3 2 1 0
14 +14/+9/+4 +9 +9 +4 Hail of Arrows 3 2 1 1
15 +15/+10/+5 +9 +9 +5 Seeker Arrow 4/day 3 2 2 1
16 +16/+11/+6/+1 +10 +10 +5 Enhance Arrow (aligned) 3 3 2 1
17 +17/+12/+7/+2 +10 +10 +5 Imbue Arrows (Manyshot) 4 3 2 1
18 +18/+13/+8/+3 +11 +11 +6 Seeker Arrow 5/day 4 3 2 2
19 +19/+14/+9/+4 +11 +11 +6 Phase Arrow 3/day 4 3 3 2
20 +20/+15/+10/+5 +12 +12 +6 Greater Arrow of Death 4 4 3 3
Hit die: d10
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis). Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Requirement: Race is Elf or half-elf.