Arcane archer

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[The Astrolabe]

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

Aa spell slots.png

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.

Arcane Quiver 1.2.jpg

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.