RequirementsTo qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (Any Bow).
Spells: Ability to cast 1st-level arcane
spells.
1st +1 +2 +2 +0 Enhance arrow +1
2nd +2 +3 +3 +0 +1 existing spellcasting class, Imbue arrow
3rd +3 +3 +3 +1 Enhance arrow +2
4th +4 +4 +4 +1 +1 existing spellcasting class, Improved Imbue (Touch), Seeker arrow
5th +5 +4 +4 +1 Enhance arrow +3
6th +6 +5 +5 +2 +1 existing spellcasting class, Improved Imbue (Area), Phase arrow
7th +7 +5 +5 +2 Enhance arrow +4
8th +8 +6 +6 +2 +1 existing spellcasting class, Improved Imbue (Personal), Hail of arrows
9th +9 +6 +6 +3 Enhance arrow +5
10th +10 +7 +7 +3 +1 existing spellcasting class, Imbue Mastery, Arrow of death
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spellcasting: At each even numbered level the Arcane Archer gains new spells known and spells per day as if she had gained a level in whatever spellcasting class qualified her for Arcane Archer.
Enhance Arrow (Su): At 1st level, every arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. If the arrow was already magical (or fired from a magical bow), then this bonus is in addition to the existing bonuses (maximum +10). Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level)
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to store spells within an arrow when casting them. When the arrow is later fired at a target square (AC 10) or strikes a target (even if not overcoming the target's DR) the spell’s area is centered on where the arrow lands or the target it struck, 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. Spells may be stored in an arrow for up to 1 hour per Arcane Archer level, and the arcane archer may store 1 spell, plus an additional 2 per arcane archer level, at a time.
At 2nd level, when this ability is gained, an arcane archer may store ray spells. At 4th level the Arcane Archer can store touch spells, at 6th level spells with an area effect, and at 8th level personal spells."
Imbue Mastery: At 10th level, an imbued arrow can be used to fire a spell from the target instead of striking the target directly. Treat the target square as the origin of the spell for all purposes. For example, an archer could fire around a corner by shooting a ray spell imbued arrow at the turn in a hallway.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow (1 + Casting Stat/Day) 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. For example, if the target is within a windowless chamber with the door closed, the arrow cannot enter. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability does not require an action beyond the one required to fire the arrow.
Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow (1 + Casting Stat/Day) 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. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability does not require an action beyond the one required to fire the arrow.
Hail of Arrows (Sp): In lieu of her regular attacks, (1 + Casting Stat/Day) an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of two targets for every arcane 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.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately (Successful save still deals 20d6 damage). It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.