Arcane Archer: Difference between revisions
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*[[NWN:reflex|Reflex]] | *[[NWN:reflex|Reflex]] | ||
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==Description== | ==Description== | ||
Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. [[fighter|Fighters]], [[ranger|rangers]], [[paladin|paladins]], and [[barbarian|barbarians]] become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this [[NWN:Prestige Class|prestige class]] to add combat capabilities to their repertoire. | Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. [[fighter|Fighters]], [[ranger|rangers]], [[paladin|paladins]], and [[barbarian|barbarians]] become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this [[NWN:Prestige Class|prestige class]] to add combat capabilities to their repertoire. | ||
==Requirements== | ==Requirements== | ||
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'''Feats''': [[NWN:Weapon Focus|Weapon Focus]] (Longbow or Shortbow), [[NWN:Point Blank Shot|Point Blank Shot]] | '''Feats''': [[NWN:Weapon Focus|Weapon Focus]] (Longbow or Shortbow), [[NWN:Point Blank Shot|Point Blank Shot]] | ||
'''Race''': [[Elf]] (including [[Elf, Ghost|Ghost Elf]], [[Avariel]], [[Drangonari | '''Race''': [[Elf]] (including [[Elf, Ghost|Ghost Elf]], [[Avariel]], [[Drangonari]]) or [[Half-Elf]] | ||
<small>'''Note:''' [[Half-Nymph|Half-nymphs]] and [[Half-Dryad|half-dryads]] are '''not''' included since they can be either half-human or half-elf and so no way to determine if they have elf blood.</small> | <small>'''Note:''' [[Half-Nymph|Half-nymphs]] and [[Half-Dryad|half-dryads]] are '''not''' included since they can be either half-human or half-elf and so no way to determine if they have elf blood.</small> | ||
'''Spellcasting''': Ability to cast [[Arcane]] spells ([[Bard]], [[Sorcerer]], [[Wizard]]) | '''Spellcasting''': Ability to cast [[Arcane]] spells ([[Bard]], [[Sorcerer]], [[Wizard]]) | ||
==Level Progression== | ==Level Progression== | ||
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||10th ||+10 ||+7 ||+7 ||+3 ||align=left|[[NWN:arrow of death|Arrow of Death]] ||+5 ||10d6 | ||10th ||+10 ||+7 ||+7 ||+3 ||align=left|[[NWN:arrow of death|Arrow of Death]] ||+5 ||10d6 | ||
|} | |} | ||
==Epic Progression== | ==Epic Progression== | ||
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'''Epic Bonus Feats''': [[NWN:Devastating Critical|Devastating Critical]] (longbow, shortbow), [[NWN:Epic Prowess|Epic Prowess]], [[NWN:Epic Reflexes|Epic Reflexes]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]] (longbow, shortbow), [[NWN:Great Dexterity|Great Dexterity]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Overwhelming Critical|Overwhelming Critical]] (longbow, shortbow) | '''Epic Bonus Feats''': [[NWN:Devastating Critical|Devastating Critical]] (longbow, shortbow), [[NWN:Epic Prowess|Epic Prowess]], [[NWN:Epic Reflexes|Epic Reflexes]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]] (longbow, shortbow), [[NWN:Great Dexterity|Great Dexterity]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Overwhelming Critical|Overwhelming Critical]] (longbow, shortbow) | ||
==Notes== | ==Notes== | ||
*Some documentation states that the ability to cast level 1 spells is required to be an Arcane Archer, but that is incorrect. Only a single level of any arcane class is needed. For example, Bards do not get level 1 spells until their second level, but only one Bard level is needed to become an AA. The same applies to Wizards with 10 or less [[NWN:Intelligence|Intelligence]] or to Sorcerers with 10 or less [[NWN:Charisma|Charisma]]. | *Some documentation states that the ability to cast level 1 spells is required to be an Arcane Archer, but that is incorrect. Only a single level of any arcane class is needed. For example, Bards do not get level 1 spells until their second level, but only one Bard level is needed to become an AA. The same applies to Wizards with 10 or less [[NWN:Intelligence|Intelligence]] or to Sorcerers with 10 or less [[NWN:Charisma|Charisma]]. | ||
====Arcane Archer Imbue Arrow: Avlis Modification==== | |||
* Allows Arcane Archers (AAs) to imbue arrows with spells instead of just the default ''Fireball'' (more like [[PnP]]). | * Allows Arcane Archers (AAs) to imbue arrows with spells instead of just the default ''Fireball'' (more like [[PnP]]). | ||
* You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped. | * You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped. |
Latest revision as of 12:44, 25 January 2024
Arcane Archer (Prestige Class) |
Hit Die: d8 |
Base Attack Bonus: +1/level |
Proficiencies: |
Skill Points: 4 + INT modifier |
Class Skills: |
Primary Saving Throw(s): |
Description
Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire.
Requirements
Feats: Weapon Focus (Longbow or Shortbow), Point Blank Shot
Race: Elf (including Ghost Elf, Avariel, Drangonari) or Half-Elf
Note: Half-nymphs and half-dryads are not included since they can be either half-human or half-elf and so no way to determine if they have elf blood.
Spellcasting: Ability to cast Arcane spells (Bard, Sorcerer, Wizard)
Level Progression
Lvl | BAB | Saves | Feats | Arrow enchantment |
Imbued arrow explosion damage | ||
---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||
1st | +1 | +2 | +2 | +0 | Enchant Arrow | +1 | - |
2nd | +2 | +3 | +3 | +0 | Imbue Arrow | +1 | 10d6 |
3rd | +3 | +3 | +3 | +1 | +2 | 10d6 | |
4th | +4 | +4 | +4 | +1 | Seeker Arrow 1x/day | +2 | 10d6 |
5th | +5 | +4 | +4 | +1 | +3 | 10d6 | |
6th | +6 | +5 | +5 | +2 | seeker arrow 2x/day | +3 | 10d6 |
7th | +7 | +5 | +5 | +2 | +4 | 10d6 | |
8th | +8 | +6 | +6 | +2 | Hail of Arrows | +4 | 10d6 |
9th | +9 | +6 | +6 | +3 | +5 | 10d6 | |
10th | +10 | +7 | +7 | +3 | Arrow of Death | +5 | 10d6 |
Epic Progression
Lvl | Feats | Arrow enchantment |
Imbue arrow explosion damage | |
---|---|---|---|---|
11th | +6 | 10d6 | ||
12th | +6 | 11d6 | ||
13th | +7 | 11d6 | ||
14th | bonus feat | +7 | 12d6 | |
15th | +8 | 12d6 | ||
16th | +8 | 13d6 | ||
17th | +9 | 13d6 | ||
18th | bonus feat | +9 | 14d6 | |
19th | +10 | 14d6 | ||
20th | +10 | 15d6 | ||
21st | +11 | 15d6 | ||
22nd | bonus feat | +11 | 16d6 | |
23rd | +12 | 16d6 | ||
24th | +12 | 17d6 | ||
25th | +13 | 17d6 | ||
26th | bonus feat | +13 | 18d6 | |
27th | +14 | 18d6 | ||
28th | +14 | 19d6 | ||
29th | +15 | 19d6 | ||
30th | bonus feat | +15 | 20d6 |
Epic Bonus Feats: Devastating Critical (longbow, shortbow), Epic Prowess, Epic Reflexes, Epic Toughness, Epic Weapon Focus (longbow, shortbow), Great Dexterity, Improved Combat Casting, Overwhelming Critical (longbow, shortbow)
Notes
- Some documentation states that the ability to cast level 1 spells is required to be an Arcane Archer, but that is incorrect. Only a single level of any arcane class is needed. For example, Bards do not get level 1 spells until their second level, but only one Bard level is needed to become an AA. The same applies to Wizards with 10 or less Intelligence or to Sorcerers with 10 or less Charisma.
Arcane Archer Imbue Arrow: Avlis Modification
- Allows Arcane Archers (AAs) to imbue arrows with spells instead of just the default Fireball (more like PnP).
- You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped.
- Only works with arcane spells (not divine) and only those that make sense on an arrow. For example, no Magic Missile because the missile effects still come from the caster rather than the arrow and no Meteor Swarm because it centers on the caster and not the arrow.
- The duration is the number of Arcane Archer levels in rounds. Such an approach is stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. This is doable if you are quick, but the Avlis system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active.