Arcane Archer

Arcane Archer is a path allowed to Rangers.

Warning: some of these abilities might not make sense, as they were ported from another system. Full conversion will commence at some point.

Magic Arrow

You can craft magic arrows, which, when launched, produce magical effects in addition to the damage of the arrow.

Magic arrows last until used. However, the magic of the arrows comes from you, so you must infuse part of your own energy into each arrow. For this reason, you are limited in the number of magic arrows you may possess at any given time:

  • Maximum magic arrows: Arcane Archer rank + Wis bonus

You may craft any magic arrow for which you meet the rank prerequisite. Though firing the arrows is a maneuver, any magical damage they inflict is based on your Spell Power.

Rank 1
  • Arcane Arrow: The arrow is guided by magic, gaining +20% hit chance, and inflicting half normal damage as bonus arcane damage upon impact.
  • Flame Arrow: The arrow bursts into flame upon impact, adding half weapon damage as fire damage, plus same ongoing for 3 rounds.
  • Frost Arrow: The arrow deeply chills the target, causing full weapon damage again as frost damage, plus chilled (-50% movement) for 3 rounds.
  • Shocking Arrow: The arrow causes a jolt of lightning which bounces to other targets, adding half weapon damage as lightning damage in a chain 3/3.
  • Thunder Arrow: The arrow causes a burst of light and sound in a burst 4, causing deafened and blinded (Fort ends individually).
Rank 2
  • Arrow of Animation: This arrow only works when fired on a corpse; subject rises as a zombie minion under your control for the duration of the encounter.
  • Arrow of Darkness: Upon landing, arrow begins to emanate total darkness in a 3-square radius. Lasts 3 rounds.
  • Fireball Arrow: Upon landing, the arrow causes a burst 4, inflicting half weapon damage as fire damage.
  • Freezing Arrow: Upon landing, arrow freezes subject in a block of ice. Subject becomes invulnerable, but unable to take actions (Fort ends).
  • Lightning Arrow: When fired, arrow transmutes into pure energy. The ranged attack becomes a long line, inflicting normal damage as lightning damage.
  • Spy Arrow: Arrow is invisible. Upon landing, it grants you the ability to see and hear everything within 30 ft of the arrow while you concentrate. The arrow disappears after 10 min/level (D) and can be destroyed as easily as a normal arrow.
  • Vampiric Arrow: Upon striking a living creature, arrow causes light ongoing shadow damage for 3 rounds. Each time it inflicts this damage, you are healed for the same amount.
Rank 3
  • Arrow of Slaying: Arrow slays whoever it hits (Fort negates). Must be created to slay a particular category of creature, such as goblinoids or true dragons.
  • Chain Arrow: Arrow trails a magically-created chain behind it, and can turn in mid-air. You may cause a circle 1-5 to contract, pulling all creatures inside toward the center, and binding them all together with a heavy chain. Escape requires an Escape Artist or Strength check opposed to your Wisdom check.
  • Gravity Arrow: Arrow causes emanation 10, causing 50% movement penalty to enemies, and pulling enemies 5 instantly and again on each of your next 2 turns.
  • Phase Arrow: Arrow passes through all intervening obstacles, including creatures, objects, and walls, ignoring all cover, and gaining +100% Armor Penetration. Normal rules for indirect fire apply.
  • Portal Arrow: Upon landing, arrow creates a portal within short range of target, allowing two-way travel with another portal within short range of you. Portals last 3 rounds, or until you dismiss them.
  • Volley Arrow: When fired into the air, arrow becomes many arrows, raining down over a circle 5, striking all subjects for half normal damage as arcane damage.

Awakening

Your animal companion becomes intelligent. He can converse with you (with the help of magic), can serve as a spell proxy, etc. Abilities TBD

Spell List

Rank 1
  • Defender: Encounter, immediate; you imbue a held or worn light melee weapon with the ability to defend you. You gain the ability to parry with the melee weapon for up to 3 rounds.
  • Grappling Line: Recharge 33%, swift, long range; you shoot an arrow into any nonmagical surface; from the arrow trails a magical rope, perfectly taut, anchored to the arrow and your original firing position. For 1 minute/level (D), the rope can be used to travel, granting any who touch it a Climb speed equal to their normal movement speed, affecting travel on the rope only.
  • Silent Image: At-will, swift, sustained, long range, silent figment acts as you direct.
  • Transposition: Recharge 33%, immediate, long range; you instantly swap positions with your animal companion.
  • Flare: At-will, swift, long range; an arrow illuminates a 60 ft radius, revealing any invisible creatures within and imparting a -20 to all Stealth checks. The arrow lasts as long as you keep it in Reserve (and remain within Long range).
  • Wind Tunnel: Recharge 33%, swift, line 5-10 ft wide and 20-100 ft long, anchored to you; wind blows strongly away from you, doubling ranged weapon distance and granting +50% effectiveness to missile attacks in that direction. Creatures must pass a Fort save to move toward you, and then only at half speed. Creatures larger than 10 ft are immune.
Rank 2
  • Archer's Wall: Daily, swift, wall 5; a wall of force with arrow slits grants near-perfect cover (but no concealment). Those behind it gain 100% resistance to area effects centered on the other side, and enemies suffer -100% to hit targets behind it; those behind it suffer no penalties using ranged spells and attacks through it. The wall has 100% of your hp; lasts until destroyed or end of encounter.
  • Arrow Jump: Recharge 33%, swift, medium range; you fire an arrow and you (and willing allies within 5 squares at casting time) teleport to where it lands.
  • Blade Barrier: Daily, immediate, medium range, wall 1/level; wall of whirling blades inflicts 200% heavy physical damage on cross, annihilates projectiles. 5 rounds.
  • Mirror Image: Daily, immediate; you gain 1d4+1 illusory duplicates. Targeted attacks strike a random target, destroying it but not harming you. Area effects ignore duplicates. Blindsight and illusion detection bypass.
  • Shadow Pin: Recharge 33%, swift, medium range; subject is rooted (Fort ends).
Rank 3
  • Companion Portal: Daily, standard; you open a two-way portal to your animal companion, over any distance up to 1 mile/level. Portal lasts for 1 rd/level, or until dismissed.
  • High Ground: Daily, swift, long range; you erect a tower from the prevailing terrain. It occupies one square and is up to 50 ft high, with 5 ft high battlements. Optionally, it includes a ladder. The battlements provide cover for anyone atop the tower. The tower itself has 500% of your hp and hardness 5%, and lasts 10 min/level (D).
  • Rescuing Arrow: Recharge 33%, swift, medium range; an arrow fired at an ally inflicts no damage, but teleports the ally to a position within 15 ft of you.
  • Ring of Force: Daily, swift, 5 rounds; wall of force encircles you at a range of 5-10 squares. You may leave one or more squares open.
  • Elemental Archers: Daily, swift; three archers appear within short range; one of fire, one of frost, and one of lightning. They have the same hit points and defenses as you, plus they are immune to damage of their type. Each round, they may take one ranged attack, inflicting medium damage (your AP) of their respective types. They last 3 rounds, or until destroyed.

Traps

TO-DO: convert these into spells (probably grouped up by rank)

You may magically create traps, bypassing the normally laborious process of crafting, placing, and carefully concealing them.

Laying any trap is a swift action, and can be done in any square adjacent to you or your animal companion. You may craft any of the traps listed below, appropriate for your rank.

The trap is triggered whenever any steps or starts a turn within 1 square of the trap.

You may have up to 3 traps active at any given time.

Rank 1
  • Alarm Trap: You and allies are alerted that the trap was triggered, either by a loud, piercing siren or a silent, telepathic communication. Whoever triggered the trap is stripped of any stealth or illusion effects, and rendered unable to use such effects for 3 rounds (magical effect).
  • Immolation Trap: Subject bursts into flames, suffering medium fire damage plus same ongoing for 3 rounds.
  • Freezing Trap: Subject is frozen (Fort ends).
Rank 2
  • Icy Burst Trap: Close burst 3, enemies suffer heavy frost damage plus rooted (Fort ends).
  • Polymorph Trap: Subject is polymorphed into a harmless animal for 5 rounds, or until damaged. While polymorphed, subject takes no action except to wander (single move each round) in a random direction away from harm.
  • Snake Trap: Summons 1d6+4 snakes in the surrounding squares. They immediately rush to attack enemies as you direct. They move 6 squares per round and ignore attacks of opportunity. With each bite, they inflict light physical damage (your AP) plus same as ongoing poison damage for 3 rounds. They have Hit Points equal to a light damage roll, and enjoy 90% resistance to area effects and a Dodge chance equal to yours +25%. They last up to 3 rounds.
Rank 3
  • Chain Lightning Trap: Subject suffers heavy lightning damage, then effect chains 3 squares at a time to enemies, jumping up to 9 times.
  • Death Fog Trap: Centered circle 3; a cloud of thick, opaque gas chokes and burns those within. On turn start, subjects suffer 50% of max hp as acid damage (Fort half). It is impossible to breathe within the cloud; communication and casting with verbal components are impossible. Subjects suffer 90% movement penalty while inside cloud.
  • Forcecage Trap: Subject is trapped in a barred cage of force (either 5x5 feet or 10x10 feet, larger creatures are immune). Bars are as strong as walls of force, but ranged and melee attacks can penetrate the walls. Cage lasts 5 rounds.
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