Arcana Arrow-Every nonmagical arrow an Arcana Archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus to attack and damage rolls. You can pick this multiple times, but no more than half your Arcana Archer level, rounded up (twice at 3rd level, thrice at 5th level, etc), for each pick the magic arrows she uses gain +1 greater potency (+1 for one pick, +2 for two picks, +3 for 3 picks, and so on). You can only have an enhancement bonus to attack and damage rolls up to +5, but you can also invest the enhancement bonus on special abilities of equivalent level such as Keen (+1) or Holy (+2) . The specific choice must be the same for all Arcana Arrows but can be changed when you prepare spells.
Alternate Arrows-You need at least two picks of Arcana Arrow to pick this. You can set up an extra “configuration” of magic enhancements for your arrows when preparing spells and use either when you fire an arrow. You may pick this multiple times, each extra one allows you to set up an extra configuration of arrows.
Amazing Arrows-You need at least two picks of Arcana Arrow to pick this. Once per day as a free action you may change one of the Arcana Arrow +1 bonus to another of your choice. You may pick this multiple times, each extra one allows you to use this another time per day. You may spend X uses to change a +X enhancement.
Awesome Arrows-You need both Alternate Arrows and Amazing Arrows to pick this. 1/minute as a free action you may swap one of the +1 bonus of one of your Arcana Arrow configurations for another +1 from another of your Arcana Arrow configurations.
Spell Arrow-The Arcana Archer gains the ability to place a zero-level spell upon an arrow. If it is an area spell, when the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. If it is a cone spell, the Arcana Archer is treated as standing right on the closest adjacent square to the struck creature and casting the spell. If it is a line spell, the line goes from the Arcana Archer as normal, and terminates when it hits the target. If the spell is single-target, the target is affected as normal, even if the spell would normally only affect the caster.
This ability allows the Arcana Archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow, but only spells with a standard action cast time can be used in this way. The arrow must be fired in the round the spell is cast, or the spell is wasted. If the spell has more than one target, instead the spell can be cast through several arrows as part of a full attack action; if it affects a single target a full attack action can still be made with the spell as part of one of the attacks, and increase the DC and SR penetration by 2 for each of your non-spell arrows from that full attack that hit the target before the spell arrow. At the Arcana Archer’s choice, a Spell Arrow may not deal any damage.
You can pick this multiple times, each extra one allows the Arcana Archer to apply it to spells one level higher.
Fantastic Arrow- The Arcana archer's arrows can count as dealing either slashing or bludgeoning damage if it would be advantageous, or a specific alignment or a specific special material such as Cold Iron or Silver but not Adamantine. You may pick this multiple times, each extra one allowing you to pick another option, and all your choices can be applied simultaneously to each of your arrows. If you are level 8+, you can also choose this to make your arrows count as adamantine. If you are level 18+, you can also choose this to make for your arrows to count as Epic. The specific choices can be changed when the Arcana Archer recovers her spells.
Seeking Arrow-You need at least character level 4 to pick this. Once per minute the Arcana Archer can launch an arrow at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). You can pick this multiple times up to ¼ your character level, each extra one grants an extra use of this ability per minute.
Seeking Spell Arrow-If you have both Seeking Arrow and Spell Arrow, you can combine both as a standard action for a single shot (or a fullattack for a multi-target spell, in which case all the arrows benefit from ignoring cover/concealment).
Phasing Arrow-You need at least character level 10 to pick this. The Arcana Archer can launch an arrow once per minute at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor/natural armor/shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). You can take this option again at 15th and 20th character level, each extra one allows you to use this ability another time per minute.
Spell Phasing Arrow-If you have both Phasing Arrow and Spell Arrow, you can combine both as a standard action for a single shot (or a fullattack for a multi-target spell, in which case all the arrows benefit from Phasing Arrows). In addition a Spell Phasing Arrow will ignore magical barriers of the same level or lower than the spell imbued on it. You can pick this multiple times, each extra one makes the level of the spell imbued count as 1 higher for the purpose of ignoring Magical barriers.
Hope of Arrows-You need at least character level 14 to pick this. In lieu of her regular attacks, once per minute an Arcana Archer can fire an arrow at each and every target within range, to a maximum of one target for every Arcana Archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Hope Quiver-The Arcana Archer can create arrows out of residual ambient magic and her hopes and desires as a free action, which can be used with all Beautiful Bow abilities but can only be be used by herself and are only good for one attack each. Those are otherwise basic arrows as per the core rules, but you can pick this option multiple times, each extra one allows you to also create one other type of non-magic arrow of your choice from a non-core source as long as their price isn't higher than the Arcana Archer's level squared, in GP.
Hope Arrow-The Arcana Archer’s arrows ignore specific anti-arrow effects such as Deflect Arrows and Protection from arrows as long their origin’s CL/HD(whichever’s higher) is lower than the Arcana Archer’s own CL. For each range increment you’re suffering while attacking, you take a -1 penalty on your CL for the purpose of this check. You may take this multiple times, each extra one allows you to count your CL as 1 higher for the purpose of this ability.
Hope Feat-The Arcana Archer gains Point Blank Shot as a bonus feat, or any feat that demands Point-Blank-Shot as a prerequisite or is directly related to using arrows. You may take this multiple times, each extra one gaining another such feat, but they're all only good for arrow attacks.
Hope Proficiency-The Arcana Archer can use any magic/relic/artifact bows she finds at full power regardless of alignment/god/race/class/similar restrictions. In addition if she isn't holding anything as a swift action she can materialize any one masterwork basic bow she's proficient with in her hands, although it'll dissipate in pretty colors if it leaves her grip.
Hope Storm-The Arcana Archer’s arrows ignore ill weather conditions, even magic ones such as Wind Wall.
Ironhope Bowyer-You must be at least character level 7 to pick this option. You gain the Craft Magic Arms and Armor feat, though the only magical weapons you may craft by the feat gained this way are bows and arrows, as well as Heavy Armor proficiency plus allowing you to ignore Arcane Spell Failure on Heavy Armor.
Beautiful Arbalester-Your Beautiful Bow choices can apply to Crossbows (light, heavy, repeating, etc) and Crossbow Bolts.
Hope Grip-You may use bows and crossbows as if they were one size larger or smaller. You must still use appropriately sized arrows and bolts, respectively.
Meta Arrow-You need Spell Arrow to pick this. You gain one of the following metamagic feats as a bonus feat that can be applied when using spell arrow with no need of extra prepratation and gain the respective extra benefit. You may pick this multiple times, each time choosing a different metamagic feat from the list.
[Empower Spell] can be applied by taking a -4 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and increases the arrow damage by 50% as well as all the spell’s variable, numeric effects.
[Enlarge Spell] can be applied by taking a -2 penalty on the arrow attack roll with no need of spending a higher level spell slot and doubles range increment.
[Maximize Spell] can be applied by taking a -6 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and maximizes the arrow damage as well as all the spell’s variable, numeric effects.
[Heighten Spell] can be applied by taking a -X penalty on the spell arrow attack roll with no need of spending a higher level spell slot and increase’s the spell’s effective spell level by an amount equal to half X, rounded down.
[Quicken Spell] can be applied by taking a -8 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and allows Spell Arrow to be used as a swift action.
[Silent Spell] can be applied by taking a -2 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and makes the arrow produce no sound besides ignoring vocal components.
[Still Spell] can be applied by taking a -2 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and allows the Arcana Archer to use Beautiful Bow even if physically unable to move by some other force like being grappled/pinned or tied up or under a Hold spell or similar (but nof if they’re dead) besides ignoring somatic components.
[Widen Spell] can be applied by taking a -2 penalty on the spell arrow attack roll with no need of spending a higher level spell slot and applies the normal benefits to the spell delivered by the arrow.
Laws of Sacae-You never provoke melee Aoos when using Beautiful Bow abilities.
Bindings of Sacae-Your spell arrows can automatically hit willing allies, and when you use Spell Arrow to apply a positive benefit to an ally, you can also benefit from it.
Dreams of Sacae-You gain an animal companion as 1st level druid and gain Mounted Archery while riding it even if you do not meet the prerequisites. It is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type, has Int 10 and can speak your languages (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). Also they often have one or a few mystic marks on their fur, although they still gain a +10 bonus to disguise as a "normal" animal. You can take this up to half the number of Arcana Archer levels you have, rounded up, each extra time beyond the first increasing your effective level for your animal companion by 2.
Friend of Sacae-You gain a familiar as a sorceror of your Arcana Archer level except it doesn't cost any gold to summon, you don't lose any exp if it dies, and you can replace it in 24 hours, but it must be the same one and can only be changed at level-up. At your discretion your Friend of Sacae may look like an animal plushie instead of a normal animal and when standing still may pass as a toy with a disguise check to which it gains a +10 racial bonus. If you have Dreams of Sacae, your animal companion and familiar are the same being simply with two different forms, and can change between them as a swift or move action.