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ARCANE ARCHER

Deep in the forests a few select Elves looked to not only master their ancestral bow prowess, but
also to infuse arcane knowledge. These once secretive Elves have become some of the most powerful
combatants in the world. Arcane archers can be seen continuing to be the most powerful amongst
their peers and keeping her special societies alive.

Though most Arcane Archers are Elves, this is no longer true for all. The lure of both martial and
magical prowess has led anyone brave and smart enough to join the societies of archers.

Role: Arcane Archers are a highly focused alternate class to all arcane spell users, but especially
the Wizard. Tremendous power comes from using her spells and bow to its most deadly efficiency.
Arcane Archers represent the absolute pinnacle of ranged combat.

Alignment: Any

Hit Die: d10

Starting Wealth: 3d6 x 10g; avg 105g, In addition, each character beings play with an outfit worth
10g or less.

CLASS SKILLS
Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge(Arcane),
Knowledge (Geography), Linguistics, Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth,
Survival, Use Magic Device

Skill Ranks per level: 4 + Int Modifier

Table: Arcane Archer


Spells Known
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st 2nd 3rd 4th
1st +1 0 2 0 Arcane Strike, Society - - - -
2nd +2 0 3 0 Quest, Arcane Barrage - - - -
3rd +3 1 3 1 Elemental Arrows, Magical Tracking - - - -
4th +4 1 4 1 Sylvan Magic, Imbue Arrow 5 - - -
5th +5 1 4 1 5 - - -
6th +6/+1 2 5 2 6 - - -
7th +7/+2 2 5 2 6 2 - -
8th +8/+3 2 6 2 7 2 - -
9th +9/+4 3 6 3 7 3 - -
10th +10/+5 3 7 3 Trance 8 3 2 -
11th +11/+6/+1 3 7 3 8 4 2 -
12th +12/+7/+2 4 8 4 9 4 3 -
13th +13/+8/+3 4 8 4 9 5 3 2
14th +14/+9/+4 4 9 4 10 5 4 2
15th +15/+10/+5 5 9 5 10 6 4 3
16th +16/+11/+6/+1 5 10 5 11 6 5 3
17th +17/+12/+7/+2 5 10 5 11 7 5 4
18th +18/+13/+8/+3 6 11 6 12 7 6 4
19th +19/+13/+9/+4 6 11 6 12 8 6 5
20th +20/+13/+9/+5 6 12 6 Sylvan Tranquility 13 8 7 5
Class Features
WEAPONS AND ARMOR PROFICIENCY

Arcane Archers are proficient with all simple and martial weapons, light armor. They are not
proficient with any shields. An arcane archer can cast arcane archer spells while wearing light
armor without incurring the normal arcane spell failure chance.

ARCANE STRIKE

At 1st level the arcane archer is granted Arcane Strike as a bonus feat. She uses her arcane archer
level to determine the bonus instead of her caster level.

SOCIETY

Societies are a paramount part of being an Arcane Archer. These societies share generations of
knowledge within their community. An arcane archer is born into one of these societies and the
choice must be made at 1st level, and once made, it cannot be changed. These societies are broken
into slightly larger identifiable structures: Arcane, Archery, Blood, Drow, Lineage, Moon, Rapture,
Shadow, Storms, Sun, and Wild.

ARCANE
The Arcane society is noted for their adaptably and interest in all things magical.

At 1st level, any weapon the arcane archer is holding that is at least masterwork quality is
considered magical and is grant a +1 enchantment bonus.

At 2nd level, the arcane archer may cast the weaponwand spell once per day as spell like ability.

At 3rd level, the arcane archer may grant her intelligence modifier to her initiative score.

At 4th, 12th, and 20th level, she is also granted a bonus feat, she can choose a metamagic feat, item
creation, or Spell Mastery.

At 6th and 14th level she can choose a bonus combat feat.

The arcane archer must still qualify for the feats she chooses.

ARCHERY
The archery societys mastery of the bow is legendary, even among the most powerful bowman.

At 1st level, the arcane archer is granted deadly aim as a bonus feat.

At 5th level, the arcane archer selects a bonus combat feat she is qualified for.

Deadly Focus (Ex): At 6th level, when the arcane archer uses Deadly Aim, her first attack she does
not suffer the typical penalty associated with using Deadly Aim.

Lethality (Ex): At 12th level, when taking a full round action, the arcane archers arrows deal an
additional 1d10 damage when they hit a target. This damage stacks until all attacks are made, then
rolled before damage reduction is calculated. Enemies immune to critical strikes are immune to this
damage.

BLOOD
The blood society archer uses magical blood and bonds to enhance the power of her arrows and
survivability.

Magical Bond (Ex): At 4th level, magical healing always does maximum healing to the arcane archer.
Black Arrow (SP): At 6th level, the arcane archer coats non magical arrows with her own magical
blood. Allowing to quickly add up to half her current arcane archer level to damage rolls. This
process also deals equal damage to you.
She may also grant a single arrow to be a black arrow. This arrow leaves a magical wound on the
target. She may select a single target to have the black arrow effect.
The arcane archer may add half her arcane archer level to all damage rolls against this target,
with no harm to the arcane archer.
Sanguine Bond (SU): At 12th level, when the arcane archer attacks her marked target she instead
deals non-lethal damage; at no penalty. If that target becomes unconscious within 1 round of
taking that damage, she is granted temporary hit points for the same amount of damage dealt. She
may then magically transfer her temporary life total into a single special item, a death arrow.
Death Arrows: are powerful arrows that deal damage equal to the users current health.
These arrows last 24 hours and she may only possess one at a time. These arrows take a
standard action to fire, but are not spell. Death Arrows are a special item useable by
the arcane archer. These arrows may also critically strike.

DROW
The Drow society uses the magic and skills of the dark elves against them.

The arcane archer gains Craft (Alchemy) as a class skill. She also has no risk of poisoning herself
when crafting or applying poisons.

Toxic Blood (Ex): At 1st level, the arcane archer drinks small portions of poison every day of her
life to grow immunity. She is now immune to poisons and constitution score damage.
At 3rd level, the arcane archer is granted permanent Darkvision.

Vitriol (Su): At 6th level, once per day, the arcane archers may magically increase the power of
her poisoned blood. Any general contact with her skin or blood, and recently used items, causes
the creature to take acid/poison damage equal to the 1d6 + caster level. This effect lasts for
10min./level. Creatures that have touched the arcane archer must succeed at a fortitude save (DC
10 + Caster Level) or this ability deals this damage as constitution damage. This ability ignores
the hardness of metal items. Wood items are affected normally. Stone items are not harmed. Magical
items take 2d6 damage instead. This is a magical effect and does not damage her personal items.
Dark Crown (Ex): At 12th level, the arcane archer increases the DC of her mind-affecting spells
equal to half her current arcane archer level. She can also use her Craft (Alchemy) to calculate
the Fortitude DC for her Poisons.

LINEAGE
Coming from a smaller more selective society, magical prowess seems to come natural.

The arcane archer chooses a Sorcerers Bloodline. She gains all advancement associated with that
bloodline. She gains spontaneous casting and no longer has to prepare her spells. She does not
gain spells per day as sorcerer and uses the arcane archer known spells Table: Arcane Archer and
Sylvan Magics spells per day for her total allotment. She also is not granted any bonus spells
from her blood line. Instead she may select a bonus 1st level spell the arcane archer spell list at
6th level, a 2nd level spell at 10th level, 3rd level spell at 14th level, and finally a 4th level
spell at 18th level.

She still uses her intelligence modifier for spell save and all other DCs. Bloodline abilities
and/or powers that use her Charisma ability score still do so.

She granted a bonus bloodline feat at 4th level, and every 6 levels after that.

At 20th level, the arcane archer is granted the bloodlines 20th level power and this replaces the
arcane archers 20th level special feature.

MOON
Cold, still, and always vigilant. The moon marks the steady and reliable societies that venerate
it.
Nights Chill (Ex): At 2nd level, magical arrows the arcane archer shoots chill enemies. Chilled
enemies may only move at half speed. Only enemies immune to cold can avoid this effect.
At 4th level, the arcane archer gains a +1 competence bonus to attack, damage, and critical modifier
rolls to any creature she has nights chill effect on.

Leader: Grace (Ex): At 6th level, whenever the arcane archer deals damage she gains temporary hit
points equal to the damage dealt. This effects last for one round or until consumed or dispelled.
Moonsurge (Sp): At 12thlevel, the arcane archer may channel her connection with the moon. Dealing
1d6 cold damage per caster level (maximum 17d6) to each chilled creature with 200-foot-radius
around the arcane archer. Reflex half (DC 10 + CL + Int); enemies that fail the reflex save are
staggered for 1d4 rounds. She can use moonsurge, 3 + her intelligence modifier times per day.

RAPTURE
Beautiful magic and beautiful results. The love society uses beauty to dazzle and dispose of her
foes.

Perform and Sense Motive are now class skills for the arcane archer.

At 1st level, the arcane archer is granted Quick Draw as a bonus feat.

At 5th level, the arcane archer is granted Betrayer as a bonus feat.

Lotus Arrow (SU): At 6th level, when using an attack action the arcane archer may fire a beautiful
arrow of pure lotus. This arrow leaves in its path pink, yellow, and white flower petals. As a
swift action she may take a 5-foot step and perform a beautiful song in those petals. This grants
her sanctuary from other enemies, Will DC 10+Perform Bonus. Dealing damage to any other enemies
immediately ends this effect. She moves double her movement speed while in the arrows path for 1d4
rounds. This effect does not stack with any other movement increasing spells, such as haste.
Sakura Dagger (Sp): At 12th level, with a successful melee touch attack you deal 2d6 fire damage
plus 2d6 per two caster levels. She may also sacrifice a spell on her spell list to deal 2d6 damage
to everyone other than yourself within 15-foot-radius of the original target. This creates a
beautiful explosion of pink and white pedals granting partial concealment for 1d3 rounds. This has
a DC Reflex (10 + CL + Cha bonus) for half damage. She also granted lotus arrows movement speed
effect while standing in the explosion. For every spell level sacrificed add an additional 2d6
energy damage.

SHADOW
Secrets, stories, and stealth mark the tenants of this society.

At 2nd level, the arcane archer is granted the Improved Feint as bonus feat.

Creeping Shadow (Ex): At 6th level, as a swift action the arcane archer can make a shadowy
duplicate of herself on a successful Bluff check. This shadow moves toward the arcane archers
commanded target. One time as a free action on her turn, she may swap places with her shadow.
Shadow Blades (Su): At 12th level, anytime an enemy is denied their Dexterity bonus or is flanked
by the arcane archer. With her successful attack action she deals 6d6 cold damage, and additional
cold 1d6 every two arcane archer levels. Successful shadow blades resets her ability to swap places
with her shadow this round.

STORM
Those in this society use lightning fast reactions to defeat their enemies.

At 1st level, the arcane archer is granted Precise Shot as bonus feat.

At 3rd level, the arcane archer can use the endure elements spell once per day as spell like ability
on herself.

Lightning Waltz (Sp): At 6th level, once per day the arcane archer may ground a 40-foot-radius
area and select up to her caster level in targets, minimum of 1. Whenever one of these targets
leave this area or attacks a target other than her, as an immediately action rush 15 ft through
this target dealing 1d6 damage per caster level to all targets in her path and take a single attack
of opportunity.
Reflex DC (10+ CL + INT Mod) save for half. This action is a spell and not considered a combat
action/maneuver and thus does not require the Snap Shot or Shot on the Run combat feats to attack
with a ranged weapon.

Critical Bond (Ex): At 12th level, when she scores a critical strike with a weapon she may forgo
the critical damage to grant Lightning Waltz uses equal to critical modifier of her weapon. She can
have no more than her Intelligence modifier at one time. These uses last 10min/level.
At 12th level, she is granted the Greater Snap Shot as a bonus feat.

SUN
Flirty, fun, and wildly energetic, the Sun society Arcane Archers are blessed with the fiery
passion of the Sun.

At 2nd level, the arcane archer may cast protection from evil as spell like ability once per day on
herself.

At 6th level, the arcane archer is granted Critical Focus as a bonus feat.

Solar Flare (Ex): At 6th level, whenever the arcane archer confirms a critical with a weapon she
may replace her weapon bonus damage with Flame Strike as a free action. Using her Wizard level to
calculate her Cleric/Oracle level.
Burning Heart (Su): At 12th level, once per day, the arcane archer can transform herself into a
fiery form. Her eyes and hair glow bright with white and yellow fire. Darkness effects are
immediately dispelled from the arcane archer and she can see as though the daylight spell had been
cast in her surrounding area. She grants all allies 1d6 fire damage to all their attacks. If these
attacks are against undead or aberrations they deal 2d6 fire instead.
She also casts the scorching ray spell every time she attacks, the spell originations from the
caster and not the weapon or projectile. This is a polymorph effect and lasts 1 min.

Anytime the arcane archer actives solar flare she may use burning heart for 1 round.

WILD
The Society is considered feral and most solitude of Arcane Archers. The society prides itself on
its mastery of survival.

At 1st level, the arcane archer is granted the Endurance as a bonus feat.

At 5th level, the arcane archer arrows are granted the Bane (Outsider: Evil) special ability every
two levels after she may select a new Bane, but can only select a single bane per day. She selects
this bane enemy when she prepares her spells for the day.

Lone Wolf (Su): At 6th level, the arcane archer may as a swift action turn into a Wolf or Fox for
1 day/level. She cannot cast spells or attack in this form. When this form takes effect she is
affected by the Blink and Haste spells. She adds twice her arcane archer level to her speed. These
effects are canceled when she leaves this form. She may leave this form as a free action.
Anti-Mage (Ex): At 12th level, the Arcane Archer can select a single terrain that she has traveled
in that day. While in this terrain type she adds her arcane archer level to her Magical Tracking
insight bonuses. She gains spell resistance equal to her current magical tracking bonus. She may
only select a terrain once every 8 hours.

ARCANE BARRAGE (SU)

At 2nd level, the arcane archer may magically enchant up to 20 non-magical arrows every 8 hours or
when she prepares her spells. These arrows have the Arcane Barrage special ability, dealing
additional 1d6 energy damage and bonus 2d8 damage if you confirm a critical strike. As an immediate
action she may redirect the critical strike damage to a nearby enemys touch AC, to two which
cannot be further than 15 feet apart. If the target is also denied their dexterity bonus to AC they
take an addition 2d8 damage. She can perform this action her Arcane Archer level + 2 times per
day. At 5th level she increases the power of the arrows to 2d6 energy damage, at 9th level she
increase the bonus critical damage to 2d10 energy damage, and finally at 13th level she increases
the flat-foot bonus to 2d10 energy damage.

QUEST

At 2nd level, the Arcane Archer begins a lifelong quest. As a child, she is tasked to begin
collecting the wreath of thorns, the pelt of a white wolf, a pine cone, and a dried beast tendon.
When collected she is granted a special item from her elders; the petrified acorn. She is guided to
plant this acorn simply in soil. Many Arcane Archers are fond of lead crystal bottles, cloches, and
remote parts of dense woods.

The acorn once planted acts a powerful crafting and divination tool, but does not increase
any craft skill the arcane archer possesses. The acorn is unique, meaning other arcane
archers cannot use others acorns to progress their own quests.

ENCHANTED QUIVER
Beginning at 2nd level, the arcane archer gains her first magical item; the Enchanted Quiver. In a
fleeting daydream she is instructed to attach her quiver and the pelt the white wolf fur together.
The item immediately begins to shimmer. Spending one hour and Spellcraft DC 10, she can attach the
fur. When attached it combines into her Enchanted Quiver.

The Enchanted Quiver grants Eschew Materials as a bonus feat at 2nd level.
The quiver comes with 5 special extradimensional compartments. The first is open and in the
basic shape of quiver and holds 30 items shaped like arrows; 60 at 6th level and 90 at 10th
level. The second compartment proves to be a little larger and holds items similar to a
longbow, staff, or longsword. The third compartment is smaller and holds items similar in
shape to 4 rods and wands. The forth compartment is a small pouch similarly holding two
potions. The fifth and final compartment seems to be the size and width to hold 3 rolled up
scrolls. Once the owner has filled it, the quiver can quickly produce any item she wishes
that is within the quiver, as if from a regular quiver or scabbard. The quiver of pure
brilliance weighs the same no matter what's placed inside it.

CUALFIRIN
Beginning at 4th level, the arcane archer notices the thorny wreath begins to bloom. It drops a
single bulb, picking up it sends the arcane archer to special plane. In this plane she sees a
solitude dryad standing by a tree. The Dryad requests the arcane archer to climb this tree Climb
DC 15 as a test of strength and intelligence. Looking up at this tree, she sees its a maze of
branches. If she succeeds she is granted a special strength by the Dryad. This strength allows
her to shape woody wreath. After this quest the arcane archer spends a days preparation
unraveling and untwisting and unbinding, this thorny wreath. Hands bloodied and sore she manages to
straighten the vines. Blood soaked with her magical blood, the vines bloom alive and hardens into
the shape of a longbow.

This longbow, the CuAlfirin, is strange and powerful. It deals 2d6 points of
damage (for a medium creature) and has a critical range of 18-20 with an x2
modifier. This item cannot be magically enchanted.

The arcane archer forms an Arcane Bond with this item in the process. At this time her
longbow also becomes a fox wizard familiar, or GM allowance. Her weapon can polymorph as a
free action into her familiar and functions as a wizards familiar would. Transforming the
familiar back to CuAlfirin is a free action, but readying the bow for attacks requires the
normal actions it requires to acquire and use a weapon. The death of her familiar does not
destroy the bow, but it leaves it where her familiar was killed. CuAlfirins familiar form
regenerates after 24 hours.

ANCIENT SYLVAN EYE


At 6th level, the arcane archer notices the pine cone begins to open and produce seeds as though
fertilized. Using a Spellcraft check (DC 15) and concentrating for one hour on the now glowing pine
cone. She is granted a single message to bring the cone to her acorn sapling. The cone drops its
seeds around the sapling, these seeds immediately burrow into the soil. After a few minutes the
pine cone closes back up and begins to give off a faint gold glow. This pine cone is clearly
magical, transfer its effects to the arcane archer.
The item is a very power pendent that must be worn as a headband and uses this item slot
accordingly.
The ancient sylvan eye grants a magical enhancement bonus of +1 to +5 on attack and damage
rolls with an arcane bonded weapon. The arcane archers caster level determines the bonus
granted, and must be three times greater than the new enhancement bonus. At 6th level the
bonus is +1.

DRAGON BOW STRING


At 8th level, the old dried up tendon begins to loosen and to gain elasticity again. The magical
power of the arcane archer has somehow breathed new life into the tendon, to be gentle as maidens
hair, but as strong as cold iron bars. Spending a single days preparation, she can empower it
fully and construct a bow string. When strung onto CuAlfirin, it can pulled back to grant more
power to the longbow. Equal to her 3 + Strength modifier rounds per day, she increases the base
damage of her longbow to 2d8 18-20 x2, plus she adds her 1-1/2 times your strength modifier to her
damage rolls; these rounds do not needed to be used consecutively.

ARCANE GROVE
Beginning at 8th level, the arcane archers sapling has grown into a magical ironwood grove. The
arcane archer and a single companion may teleport there and back once per day. Allowing them to
meditate for 4 hours, still granting them a full days rest. The archer my repair any damage done to
CuAlfirin and craft up to 60 arcane barrage arrows per day. The Grove is tended by your Dryad. She
is friendly and caring to everyone the arcane archer brings to the grove. The arcane archer may
keep no more than 5000 gold pieces and 1000 pounds of items at this place.

This grove cannot be found by any other means not even by other arcane archers, and is considered
shelter and separate planar space. Chaotic Evil Outsiders summoned into this place must make a DC
40 Will to resist being banished every round. Regardless of the arcane archers alignment or deity
choice.

TRANCE
At 10th level, the CuAlfirin begins to bloom black roses. The arcane archer must return to her
arcane grove and speak with her dryad. The dryad takes the weapon and places a large part of her
power into longbow, to seal the chaotic nature of the weapon.

The arcane archer now builds energy resources as she deals damage with her longbow. The energy
gained is equal to the damage she dealt with these actions. She may store energy equal to 100
points. The energy also decays with when not attacking, at a rate of 10 per round.

At 50 energy and above all attacks the arcane archer now have the Anarchic, Axiomatic, Holy, or
Unholy special ability qualities. She must choose a single aligned weapon quality that matches her
current alignment (for example, a lawful good arcane archer cannot choose anarchic or unholy as her
weapon quality).

When she reaches 100 points of energy she begins to trance and become very swift. The arcane archer
has one round to activate her trance. If she does not, the energy beings to decay at 25 energy per
round. She can activate trance only at the beginning or end of her turn.

The while tracing the arcane archer duplicates the effect of her arcane barrage, moves double her
speed, and enemies have 20% chance to miss her with attacks. The arcane archer is not planar
shifting and still takes full damage from all attacks, spells, and their effects. The miss change
does not stack with the Blur and Blink spells and effects. She takes whichever bonus is currently
greater.

After the first round under the trance effect, the arcane archer loses energy at a rate of 25 per
action while trancing.

Additionally the arcane archer may sacrifice a spell slot to gain trance runes. She gains runes
equal to the spell slot sacrificed. Once at 10 runes, she may activate trance as swift action for
1 minute or until her energy reaches zero. She can only activate trance this way once per day.
At 17th level, the arcane archer can make an additional attack at her highest base attack bonus.
This stacks with additional attacks from haste and similar effects.

This part of the quest has an optional longer quest finish. See Below.

Magical Tracking (Ex)

At 3rd level whenever the Arcane Archer performs a successful Spellcraft check against a target
spell cast or effect. She gains a +2 insight bonus to all saves against the targets spells and
effects. If you track this target for more than one round. This bonus is double for the next
round. Only a single target can be tracked at a time.

At 3rd level, magical tracking also grants the Read Magic spell as a bonus spell, she may cast this
spell at will.

ELEMENTAL ARROWS (SU)

At 3rd level, the arcane archer empowers any arrows she fires for 1 minute. She changes the basic
energy damage of Arcane Barrages damage to an energy damage of her choice. Her choices are acid,
cold, electricity, fire, and sonic. Empowering arrows is a move action, and a swift action to
maintain.

At 8th level, her elemental arrows become more powerful adding 1d6 energy damage to her magical
arrows, this functions similar to the corrosive, flaming, frost, shock, and thundering special
abilities, similar abilities do not stack. At 13th level, you may add 2d10 energy damage on
confirmed critical strikes, this is based on your weapons critical strike modifier; likewise this
function similar to the burst special abilities and does not stack with similar abilities.

At 10th level, the arcane archer can empower her magical arrows as swift action, maintaining becomes
a free action. At 17th she can grant this power as a free action.

All arrows fired this way are destroyed.


These arrows have no value and cannot be used Table: Spells per day and Bonus Spells
by others. Spells per day and Bonus
Ability Spells (by Spell Level)
SYLVAN MAGIC (EX) Score
Modifier 1st 2nd 3rd 4th
Beginning at 4th level the arcane archer 10-11 0 0 0 0 0
begins to understand more complex forms of
12-13 1 1 0 0 0
magic. Reaching beyond the power to
enhance her weapons to deal magical 14-15 2 2 1 0 0
damage. She begins to prepare and learn 16-17 3 3 2 1 0
new spells and effects along with 18-19 4 4 3 2 1
mastering her bow and arrows.
20-21 5 5 4 3 2
The arcane archer can only prepare a 22-23 6 6 5 4 3
certain number of times per day at each 24-25 7 7 6 5 4
spell level based on her intelligence 26-27 8 8 7 6 5
modifier. She gains a spell per day equal
28-29 9 9 8 7 6
to her intelligence score. For each plus
over she may add spell per day to her 30-31 10 10 9 8 7
daily allotment. See Table: Spells per day and Bonus Spells.

Arcane archers are allowed to prepare any combination of her known spells she can cast per day much
like a wizard. The Arcane Archer chooses spells from the Arcane Archer spell list.

The Arcane Archer has a special caster class and casts as an arcane archer level -3.
An Arcane Archer must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the Arcane Archer must have an Intelligence score equal
to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane
Archer's spell is 10 + the spell level + the Arcane Archer's Intelligence modifier.
An Arcane Archer may know certain number of spells based on her arcane archer level. See
Table: Arcane Archer.
Starting Spells: Beginning at 4th level, she is granted 5 known spells of 1st level spells of
her choice.

Spells Gained at a New Level: The arcane archers known spell list is very strict and she only
gains new spell known when she is granted a new spell known at that spell level.

IMBUE ARROW (SU)

At 4th 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.

SYLVAN TRANQUILITY (SU)

At 20th level, the arcane archer may sacrifice her spell slots granting them ability to cast
powerful spells with imbue arrow.

1st level: maximum of 5 times per day, any spell off the wizard/sorcerer 2nd level spell list.

2nd level: maximum of 4 times per day, any spell off the wizard/sorcerer 4th level spell list.

3rd level: maximum of 3 times per day, any spell off the wizard/sorcerer 6th level spell list.

4th level: maximum of twice per day, any spell off the wizard/sorcerer 8th level spell list.

These spells must be able to be cast through the imbue arrow ability.

OPTIONAL FINAL QUEST


This is an optional alternative way to reward CuAlfirins final special power. The GM is
encouraged to allow the party to take part in this quest path. This quest rewards 3 powerful buffs
to be used by other party members for completing an event that could kill the party. This quest is
considered live if the party fails or is total party kill, it is the GMs choice to revive or
ignore the consequences.

Beginning at 10th level, CuAlfirin starts to produce wild dreams of doom. Her longbow turns into
her familiar and runs away. She must spend 1 hour at her arcane grove concentrating to locate her
familiar. After locating her familiar, she is immediately dominated with thoughts from 3 powerful
enemies; minimum CR10. She must destroy all three enemies and capture their profane souls. After
destroying her enemies she may request her dryad or a party member druid to purify the souls. If a
party member purifies the souls, it requires the druid to spend 3 spontaneous spells at 3rd spell
level or higher and succeed a knowledge (nature) check of DC 20. If she does, the GM may reward
the druid with an appropriate reward for her class. If she fails she may try again 24 hours later.
This is a prestigious and rare quest, these enemies should reward all party members with items and
treasure appropriate for their level.

This quest rewards the arcane archer her ultimate power from CuAlfirin.

The soul buffs are Hegemons will, Soul Self, Invaders Dominance. Feel free to tinker, change, or
add more special buffs. These were just some examples, and their power were not well thought-out.

HEGEMONS WILL (SU)


The possessor of Hegemons Will is granted their strength or constitution bonus to all
skill checks and my use their strength or constitution score for base AC instead of 10.

They use their current level as their base attack bonus, this also works for feat
qualifications. They also add two times their strength score to their attack and damage
rolls when using two hands. Monks may use this bonus when using Flurry of Blows.
Composite Longbows are granted the adaptive special ability.

At 15th level, they made add 3 times their strength modifier to attack and damage rolls.

At 20th level, they may add four times their strength modifier to attack and damage rolls.

SOUL SELF (SU)

The possessor of Soul Self is granted the power to heal themselves and others through
pure willpower and destroy enemies with mind rending thoughts.

When under the effects of soul self they grant every friendly target in 40-foot-radius
around the user, fast heal equal to their intelligence/wisdom/charisma modifier
(whichever is highest) and deals physic/energy damage equal to the fast healing effect.
This effect last 1 round/level. The player may act normally when under this effect.

This effect grants an effect like they casted the blink spell.

They may grant themselves this power level + 3 times per day.

INVADERS DOMINANCE (SU)


The possessor of Invaders Dominance is granted the power to transform themselves into
angelic being that once held the soul. Free from corruption they may take their form when
attacking.

Whenever the user attacks a target denied their dexterity to AC, flanked, or attack
against their touch AC. They can as swift action transform into angelic form of
themselves for 1 minute.

This is a polymorph effect. They are granted golden wings that do not allow you to fly
but they may grant their level to their movement speed.

They radiate an aura of good, even if evil alignment, dealing 1d6 good/fire damage while
in this form to all enemies in 30-foot-radius.

All weapons are considered good for overcoming damage reduction.

When power attacking or deadly aiming add 2d6 good or lawful damage to all attacks.

Any class with a channel or blessing feature, may grant their class level to the aura
damage.

Classes with sneak attacks or have special features to attack against a creatures touch
AC, deal the aura damage every time they attack instead of every round.

Arcane casters are granted Good Strike they add this good damage to all energy damage
rolls they make. The bonus damage is equal to their caster level.

CHANGE LIST
4th level casting. D10 was too important for me to drop. Have to design a spell list as the
bloodrager spell list wasnt what I was looking for.

Beta 1.0 Starts now. Numbers matter. Off to reddit to ask for some balance question.

Added more special features added a cool way to finish off the quest. Reformatted the whole
document.

Created a new casting system, d10 is back, killed the double good save, and more format changes.

Casting levels as wizard and should also block multi-classing into the wizard as it would be silly
to allow it. This class is an alternative to the wizard and not a new class.

Elemental Arrow

Arcane Barrage

New Capstone Imbue Arrow lives! To a point.

Add more feats taxes to the martial style societies.

More format changes.

Buffed Wild Caster, changed how martial and un-martial some societies are instead. This allows
clearly progression for average societies. You pick your society at level 1 now.

The old lore was updated to be less exclusive to non-elves with DM choice. This increased the lore
connection of the pre and post Earthfall elves, in comparison to the Arcane Archer Society. This
now allows more opened end character backgrounds that can be drilled down with society choices
instead.

Society Wizards have schools and Sorcerers have bloodlines. I added a component to their overall
lore as a gameplay feature.

Imbue Arrow and Phantom Arrows are gone. They are replaced with a society and the continued
reduction of random bloat.

Added a lifestyle as basic lifestyle as suggested. Kind of clich, will work to flesh out.

Seeking Arrow and Phase Arrow are easily out class by Snap Shot feats, a +1 bow enchantment, and
the new Trueshot (SU). To the point the only way to make the viable is to do them 5 plus times a
day. This once again diminishes the dual role of the Arcane Archer I am going for. Since there is
little procedural spell combat (Spell Strike, Bardic Performances, etc.), you have to hard cast
your spells. Options are good, but something always being the best/worst option is bad. They are
removed and replaced with Phantom Arrows (SP).

Arcane Styles do not work, it creates too much bloat. I am giving the Arcane Archer a personal
quest to gain a powerful weapon.

Removed the itemization limits on Wild Casters and Enchanted Quiver. I guess if you have 200k gold
to make +5+5+5 Composite Longbow, the numbers are just a formality.

Reduced the no prep penalty to change Favorite Spell and changed the restriction to Wizard Spell
list. I would assume a GM would enforce a "known" spell from the list. That is GM choice.

Changes Enchanted Quiver to function like a wizards spell book and progression more and read
better with PF format.

I changed Enhance Arrow to be more of a defining aspect of the class again, not free gold.

I changed Arcane Style again. I think its better, but needs work to not just be a carbon copy of
the Ranger Styles, but still not just be more fluff.

I removed more leveling bulk and added ways to reduce feat tax. Like was suggested.
PROPOSED ARCHETYPES

(Gag/RP)Cupid

(Half-Elf/Human)Urban Toxophilite

(Evil/Playset) Black Arrow

(Gendered) Sylvan Enchantress

(Divine) Woad Diviner

{OGL}, Fair Use (US), et al.

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