Baracutey
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Just got done building an Aasimar Guide (Ranger) 6/ Empyreal Sorcerer 2/ Arcane Archer 10 for a high level one-off and need some help with the spell list. The character is primarily an archer/woodsman with some magic coming fom his Azata ancestry. Wisdom is my primary casting stat at 24 (+7). I have never played this high level so taking other's advice I tried choosing buffs and no save or partial save spells. Need opinions on usefulness at this level and redundancy. Thanks a million!
Sorcerer Spells known (CL11 with magical knack trait):
0-level (DC17)
Acid Splash
Dancing Lights
Detect Magic
Disrupt Undead
Ghost Sound
Mending
Prestidigitation
Spark
1st-level (DC18)
Feather fall
Gravity bow
Magic missile
Protection from alignment
Vanish
2nd-level (DC19)
Arrow Eruption
Glitterdust
Mirror Image
Stone call
3rd-level (DC20)
Fly
Haste
Sleet storm
4th-level (DC21)
Dimension Door
Greater invisibility
Ranger Spells prepared (CL6):
1st-level (DC18)
Leadblades
Entangle x2
Aconyte
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Let me preface this by saying I have never played an Arcane Archer. I also may be misunderstanding the Imbue Arrow ability.
Me personally I would not have both Vanish and Greater Invisibility on my spell list. I would swap out Vanish for burning hands. This gives you a nice damage spell that you can now deliver through your arrows. This gives you something to do on your turns where you have to move and shoot.
If you have a cleric or paladin in the group, protection from alignment (even though it can be extremely useful) could be memorized by them in a communal form. Arrow Eruption is a nice AOE ability, just remember that spells are not passed to the created arrows(sadly).
Your third level spells are good, but you would get full benefit out of fireball since your CL is 11.
As for your 4th level spells, DD is great for getting around. I have never used it before because it takes a full round to use. A nice combination might be Dragon's Breath. If you can cast this spell into your arrow, launch it at the target then have the spell go off in the direction of maximum effectiveness.
Have a line of baddies but they are perpendicular to you? Shoot one of the ones on the edges and have the lightning breath hit them all. Group of baddies hiding behind a corner? Dragons breath into the corridor with a cone of fire on the leader.
Once again I could be misunderstanding how the Imbue arrow ability works. You might only be able to put burst spells on the arrow, if so then really fireball is a staple.
| Arizhel |
I am not sure I understand how your class ability to imbue an arrow works.
So here are my 2 thoughts:
1) IF the arrow strikes a person, and then that person is the center of effect for the spell (as in the spell moves with the target) then there are a whole host of spells that would be a-maze-zing to throw on your archer.
2) IF the arrow is destroyed, and only the map square/hex is affected, then I think your list is fine.
Why it Matters:
Emanations! Circle of protection against evil the bad guy Now he and all his mooks who stand close to him are in the emanation!! Consecration the Skeleton leaders! Repel Vermin on dire rats! seriously.. how much fun could you have with emanations if you could make them stick on inappropriate targets?
At 2nd 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, 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. 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.
If you can use the arrows in the first mentioned fashion, then I would look long and hard at the various centered on me type spells.
Example Spell of Fun:
School illusion (glamer); Level bard 4
Casting Time 1 round
Components V, S
Range personal
Area 5-ft.-radius emanation centered on you
Duration 1 hour/level (D)
By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful DC 20 Linguistics check to read lips can still reveal what's said inside a zone of silence.
Notice#1: No Save
Notice#2: No SR
Notice#3: moves with you, so presumably moves with target.
| RumpinRufus |
Thank you for your replies. I did not choose fireball because at this level the low save DC might make it useless except against lower CR foes. What do you think?
Aconyte thanks for the specific examples!
Since it does half damage even when they make their save, it's still a great spell. Doing half damage to 5 enemies is better than doing full damage to 1. And who knows, they might get unlucky and fail the save.