Arcane archer
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Arcane Archer is a default prestige class with Arelith specific changes.
Introduction
Arelith Arcane Archers enjoy changes that benefit their requirements and ammo-creation. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development. It is worth reviewing the Craft Ammunition Custom Feat as this class will make good use of it.
Class Mechanics
Requirements
Alignment restrictions: None
Base attack bonus: +4
Feats: weapon focus (missile), point blank shot
Race: elf (moon, sun, wood, wild, drow) or half-elf
Class: 3 levels of Bard, Sorcerer, Spellsword, Warlock, Wizard, or Ranger
Class Features
Hit die: d8
Proficiencies: armor (light, medium), shields, weapons (martial, simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: concentration, craft mastery, heal, hide, listen, lore, move silently, ride, sail, spot
Unavailable feats: scribe scroll, craft wand, weapon specialization
Primary saving throw(s): fortitude, reflex
Base attack bonus: +1/level
Level Progression
Hit points rolls on Arelith are always maximum.
Lvl | BAB | Fort | Reflex | Will | Feats | HP | Arrow enchant | Imbue explode |
1st | +1 | +2 | +2 | +0 | Enchant Arrow I | 8 | +1 | - |
2nd | +2 | +3 | +3 | +0 | Imbue Arrow | 16 | +1 | 10d6 |
3rd | +3 | +3 | +3 | +1 | 24 | +2 | 10d6 | |
4th | +4 | +4 | +4 | +1 | Death Arrow | 32 | +2 | 10d6 |
5th | +5 | +4 | +4 | +1 | 40 | +3 | 10d6 | |
6th | +6 | +5 | +5 | +2 | Sentry Arrow | 48 | +3 | 10d6 |
7th | +7 | +5 | +5 | +2 | 56 | +4 | 10d6 | |
8th | +8 | +6 | +6 | +2 | Seeker Arrow | 64 | +4 | 10d6 |
9th | +9 | +6 | +6 | +3 | 72 | +5 | 10d6 | |
10th | +10 | +7 | +7 | +3 | Hail Arrow | 80 | +5 | 10d6 |
Epic Arcane Archer
Bonus feats: The epic arcane archer gains a bonus feat every four levels. In other words, at levels 14 and 18.
Epic arcane archer bonus feats: blinding speed, epic prowess, epic reflexes, epic toughness, epic weapon focus (missile), great dexterity, great intelligence, improved combat casting, overwhelming critical (missile)
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
Lvl | Feats | HP | Arrow enchant | Imbue explode |
11th | 88 | +6 | 10d6 | |
12th | 96 | +6 | 11d6 | |
13th | 104 | +7 | 11d6 | |
14th | Bonus Feat | 112 | +7 | 12d6 |
15th | 120 | +8 | 12d6 | |
16th | 128 | +8 | 13d6 | |
17th | 136 | +9 | 13d6 | |
18th | Bonus Feat | 144 | +9 | 14d6 |
19th | 152 | +10 | 14d6 | |
20th | 160 | +10 | 15d6 |
Arelith Changes
Change | Level | Description |
---|---|---|
Prerequisite for Arcane Archer | - | Rangers count toward one of the required classes to become Arcane Archers. Other requirements (feats and race) still apply. |
Summon Familiar | - | Can take Summon familiar feat as a general or bonus feat. |
Multiclassing Benefits
The following classes synergize with Arcane Archer: Bards, Sorcerers, Spellswords, Warlocks, Wizards.
This is because they fulfill the prerequisite for AA today and are arcane spellcasters.
Benefits from Arcane Archer
Caster Level
Arcane Archer always adds its levels as CL for dispel protection.
Arcane Archer adds its levels as CL if your AA levels are >= your caster class levels. If not, it adds 1/2.
Bonus Spell Slots
At level 1 and every 3 levels after Arcane Archers gain spell slots as if they had also gained a level in their highest arcane casting class. Or simply: AA level / 3 rounded up. No new spells are granted by this ability. This does not work for spontaneous casters.
Example: an 11 Wizard / 19 AA would have 11 + 19 / 3 rounded up for 11 + 7 = 18th level Wizard equivalent spell slots with 30 CL.
Note: Spontaneous casters are currently not supported for spell slot progression due to an engine limitation of how spell slots are added to classes. This is the same reason Pale Master doesn't grant spell slots to spontaneous casters. If a workaround is implemented for Pale Master, it might also apply to Arcane Archer. It depends on what builds it would enable.
Benefits to Arcane Archer
Arcane Archer adds arcane spellcaster class levels to its Arcane Quiver progression based on your class BAB progression and your total Arcane Archer levels.
Classes | BAB Category | Arcane Quiver Bonus | Arcane Archer Level Requirement |
Spellsword, Warlock, Bard | 3/4 | 1/2 | None |
Wizard, Sorcerer | 1/2 | 1/2 | AA levels < caster levels |
Wizard, Sorcerer | 1/2 | Full | AA levels >= caster levels |
Arcane Quiver
Arcane Archers learn a variety of magical arrow types. These arrows retain the raw strength of the archer's arm and arrows in their quiver while granting additional effects.
Arrows have a set number of charges and recharge rate. The base recharge rate of all arrows is reduced by 5% per hard INT mod.
Note: Arcane Quiver attacks are fired at 1/3 (min 10) power if the arrow's effect triggers while the archer is moving. To see this affect you in real time, you can use the chat command "-aa_debug".
Arrow | Level Gained | Charges | Recharge | Bow + Arrow Damage | Per Level Scaling | Additional Effect |
---|---|---|---|---|---|---|
Imbue Arrow | 2 | 5 | 1 minute | Y | 1/2 | Explodes for 10d6 + 1d6/2 Arcane Quiver levels of Acid/Fire/Cold/Eletrical damage in an AoE depending on active Elemental stream. Defaults to Fire. The AoE hits the target as well. DC vs Reflex of 10 + Arcane Quiver levels + hard DEX or INT mod (whichever is higher). |
Death Arrow | 4 | 3 | 2 minutes | Y | 1 | Adds 1d6 Entropy damage per Arcane Quiver level (Entropy damage cannot crit). |
Sentry Arrow | 6 | 2 | 3 minutes | Y | 9 | Fires 1 arrow per 9 Arcane Quiver levels 3x a round at enemies near a target location. Can also target an ally (but not self) causing it to follow them and fire at nearby enemies it can see. It can only launch one arrow per volley at the same enemy. Ends after firing 1 arrow per Arcane Quiver level or 1 round + 1 second per Arcane Quiver level. |
Seeker Arrow | 8 | 2 | 3 minutes | Y | 5 | Fires 1 arrow per 5 Arcane Quiver levels that always hits but cannot crit. Concealment can still cause it to miss.
Jumps from target to nearby secondary targets losing one arrow on each jump until it runs out of arrows. |
Hail Arrow | 10 | 2 | 5 minutes | Y | 5 | Fires 1 arrow per Arcane Quiver level at all enemies near a target location. Up to 1 arrow per 5 Arcane Quiver levels can hit the same target if there's less enemies than arrows present. The farther away the longer it takes for the arrows to land. |
Roleplay Tips
- credits to Jarlean and Kangles
There is no ruling how exactly should be Ranger/AA roleplayed. It's a matter open for interpretation. An individual character can RP it as he sees fit. One could claim to have dabbled in the arcane, while other may instead claim that he headshots like a champion in a mundane fashion. Neither way is more correct than the other.
- "... there is no ruling. DMs will judge RP as they find it." Mithreas
For example, character doesn't have to know arcane magic before becoming a wizard. She learns it along the way. Character doesn't have to know arcane magic before becoming an arcane archer. He learns it along the way after taking the class.
External Links
- Information about default NWN class are available on NWNWiki.