Arcane Archer

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Ranger Arcane Archer

Usage: Passive
Cost: 4 action points
Spent: 16 action points (lv5 como quien dice)
Requires One of: Mental Toughness, Elven Arcanum I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of
the Scholar I, Bard Energy of Music I, Past Life: Arcane Prodigy
Requires All of: Point Blank Shot, Weapon Focus: Ranged Weapons

Available to Ranger class level 6

Grants the abilities to conjure returning magical arrows and fire True Strike arrows. Also grants +20 spell points.
You may possess only one prestige enhancement line at a time for each class.

This enhancement is automatically granted with enhancement Ranger Arcane Archer

Arcane Archer: Conjure +1 Arrows

Usage: Active
Cost: 0 action points
Activate this ability to conjure a stack of +1 Returning Arrows.

Arcane Archer: True Strike


Usage: Active
Cost: 0 action points
Fires an arrow with a +20 bonus to hit at your currently selected target

Feats
Mental Toughness
Usage: Passive
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level
(como una casilla q sube de máximo spell level disponible)

NOTA: 9 abilidades todas vale 1 AP


Abilidades por nivel de arcane archer:

Arcane Archer: Imbue Force Arrows


Usage: Active Cost: 1 action point Spent: 18 action points
Requires All of: Ranger Arcane Archer I
Available to Ranger class level 6
Imbues all missiles that you fire with arcane force, granting them the Force ability (+1 to 6 Force damage) and
negating the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and
triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any
time.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 force damage.

Arcane Archer: Conjure +2 Arrows


Usage: Active
Cost: 1 action point
Spent: 30 action points
Requires All of: Ranger Arcane Archer I, Arcane Archer: Conjure +1 Arrows
Available to Ranger class level 9
Activate this ability to conjure a stack of +2 Returning Arrows

Arcane Archer: Imbue Acid Arrows


Usage: Active
Cost: 1 action point
Spent: 30 action points
Requires All of: Arcane Archer: Conjure +2 Arrows
Available to Ranger class level 9
Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1 to 6 Acid damage) and dealing
acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and
triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at
any time.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 acid damage

Arcane Archer: Conjure +3 Arrows


Usage: Active
Cost: 1 action point
Spent: 42 action points
Requires All of: Ranger Arcane Archer I, Arcane Archer: Conjure +2 Arrows
Available to Ranger class level 12
Activate this ability to conjure a stack of +3 Returning Arrows
Arcane Archer: Imbue Explosive Arrows
Usage: Active
Cost: 1 action point
Spent: 42 action points
Requires All of: Arcane Archer: Conjure +3 Arrows
Available to Ranger class level 12
Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+1 to 6 Fire damage, plus
additional damage on critical hits). This ability costs 30 spell points to activate, and triggers a lengthy cooldown of
the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.\n\nD&D Dice: Imbues ranged
missiles with an extra 1d6 fire damage, plus additional damage on critical hits

Arcane Archer: Conjure +4 Arrows


Usage: Active
Cost: 1 action point
Spent: 54 action points
Requires All of: Ranger Arcane Archer I, Arcane Archer: Conjure +3 Arrows
Available to Ranger class level 15
Activate this ability to conjure a stack of +4 Returning Arrows.

Arcane Archer: Imbue Force Burst Arrows


Usage: Active
Cost: 1 action point
Spent: 54 action points
Requires All of: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows
Available to Ranger class level 15
Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1 to 6 Force damage
and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability
costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane
Archer Imbue ability may be active at any time.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 force
damage plus additional damage on critical hits.

Arcane Archer: Imbue Terror Arrows


Usage: Active
Cost: 1 action point
Spent: 54 action points
Requires All of: Arcane Archer: Conjure +4 Arrows
Available to Ranger class level 15
Imbues all missiles that you fire with negative energy, granting them the Fearsome ability and producing a
Phantasmal Killer effect would be a vorpal attack (attack roll of 20 followed by critical confirmation). This ability
costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue
ability may be active at any time.

Arcane Archer: Conjure +5 Arrows


Usage: Active
Cost: 1 action point
Spent: 66 action points
Requires All of: Ranger Arcane Archer I, Arcane Archer: Conjure +4 Arrows
Available to Ranger class level 18
Activate this ability to conjure a stack of +5 Returning Arrows
Arcane Archer: Imbue Slaying Arrows
Usage: Active
Cost: 1 action point
Spent: 66 action points
Requires All of: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue
Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Terror Arrows
Available to Ranger class level 18
Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal 500
damage to a living target on what would be a vorpal attack (attack roll of 20 followed by critical confirmation).
This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one
Arcane Archer Imbue ability may be active at any time

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