3e SRD:Arcane Archer
This material is published under the OGL 1.0a. |
Arcane Archer
Alignment: Any
Hit Die: d8.
Requirements
- Base Attack Bonus: +6.
- Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot.
- Spellcasting: Ability to cast 1st-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intuit Direction (Wis) Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Use Rope (Dex), and Wilderness Lore (Wis).
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +2 | +0 | Enhance arrow +1 |
2nd | +2 | +3 | +3 | +0 | Imbue arrow |
3rd | +3 | +3 | +3 | +1 | Enhance arrow +2 |
4th | +4 | +4 | +4 | +1 | Seeker arrow |
5th | +5 | +4 | +4 | +1 | Enhance arrow +3 |
6th | +6 | +5 | +5 | +2 | Phase arrow |
7th | +7 | +5 | +5 | +2 | Enhance arrow +4 |
8th | +8 | +6 | +6 | +2 | Hail of arrows |
9th | +9 | +6 | +6 | +3 | Enhance arrow +5 |
10th | +10 | +7 | +7 | +3 | Arrow of death |
Class Features
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Enhance Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer’s magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency
Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her 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.
Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability.
Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow’s attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
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