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Role: Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-tohand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of
ranged combat.
Alignment: Any
Hit Die: d10
The arcane archers class skills are: Acrobatics (Dex), Athletics (Str), Craft (Bows) (Int), Heal (Wis),
Influence (App), Intimidate (Cha or Str), Lore (Arcane) (Int), Lore (Local) (Int), Perception (Wis), Ride (Dex),
Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha).
Skill ranks per level: 4 + Int Modifier

All of the following are class skills of the Arcane Archer base class:
Weapon and Armor Proficiencies: Arcane Archers are proficient with all simple weapons, with all
bows (including crossbows), and with light armor (but no shields), In addition, Arcane archers gain the
Weapon Focus (bows) feat as a bonus feat at 1st level. At 4th level, the arcane archer may take the
Weapon specialization (bows) feat as one of his feats. At 8th level, the arcane archer may take the Greater
Weapon Focus (Bows) feat as one of his feats. At 12th level, the arcane archer may take the Great Weapon
Specialization (bows) feat as one of his feats.
Armored Mage: At 1st level, an arcane archer may use light armor without incurring spell failure. This
only applies to spells gained from arcane archer levels and no other class.
An Arrow for Any Enemy (Ex): An Arcane Archer collects all sorts of arrows and bolts throughout his
adventuring career. These arrows can be of any mundane sort worth up to 50sp per class level. This can be
of any type of mundane arrow the arcane archer desires, all the way to the last arrow.
Acute Senses (Ex): At 1st level the arcane archer gains low-light vision and a +1 bonus on Perception
checks. If the arcane archer already has low-light vision, he gains a +2 bonus on Perception checks
instead. This bonus increases by +1 for every three levels after 1st (to a maximum of +7 at 19th level, or
+8 if the character did not gain low-light vision from this ability).
Spells: An arcane archer casts arcane spells drawn from the arcane archer spell list. He can cast any
spell he knows without preparing it ahead of time. To learn or cast a spell, a arcane archer must have a
Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a
arcane archers spell is 10 + the spell level + the arcane archers Charisma modifier.

Like other spellcasters, a arcane archer can cast only a certain number of spells of each spell level per
day. His base daily spell allotment is given on Table: Arcane
Archer. In addition, he receives bonus spells per day if he has a
high Charisma score.
The arcane archer's selection of spells is extremely limited. A
arcane archer begins play knowing four 0-level spells and two
1st-level spells from the arcane archers spell list. At each new
arcane archer level, he gains one or more new spells, as
indicated on Table: Arcane Archer Spells Known. (Unlike spells
per day, the number of spells an arcane archer knows is not
affected by his Charisma score (See Table: Ability Modifiers and
Bonus Spells).
Upon reaching 5th level, and at every third arcane archer
level after that (8th, 11th, and so on), an arcane archer can
choose to learn a new spell in place of one he already knows.
In effect, the arcane archer loses the old spell in exchange
for the new one. The new spells level must be the same as
that of the spell being exchanged, and it must be at least one
level lower than the highest-level arcane archer spell the
arcane archer can cast. A arcane archer may swap only a
single spell at any given level, and must choose whether or not
to swap the spell at the same time that he gains new spells
known for the level.
An arcane archer need not prepare his spells in advance. He
can cast any spell he knows at any time, assuming he has not
yet used up his allotment of spells per day for the spells level.
Raptor's Sight (Ex): At 2nd level, an arcane archer gains a
+1 bonus on Perception checks, and the range increment for
any bow he uses increases by +10 feet. These bonuses
increase by +1 and +10 additional feet for every 4 levels
beyond 2nd.
Archer's Tricks: As an arcane archer gains in experience, he learns a number of new tricks that aid him
at confounding his foes. Beginning at 2nd level, an arcane archer learns one Archer's Trick. He again learns
another Archer's Trick at 5th and then another every three levels thereafter. Unless otherwise noted, a
arcane archer cannot select an individual trick more than once.
Tricks marked with an asterisk add effects to an arcane archer's precision damage. Only one of these
talents can be applied to an individual attack and he decision must be made before the attack roll is made.
Assault Leader (Ex): Once per day, when the arcane archer misses with an attack on a flanked opponent,
he can designate a single ally who is also flanking the target that his attack missed. That ally can make a
single attack against the opponent as an immediate action.
Befuddling Shot (Ex)*: When the arcane archer deals precision damage against an opponent, that
opponent takes a -2 penalty on attack rolls against the arcane archer for 1d4 rounds
Camouflage (Ex): An arcane archer with this trick may use the Stealth skill to hide in any natural
environment, even if he does not have cover or concealment.
Close Combat Shot (Ex): When an arcane archer selects this trick, they no longer provoke an attack of
opportunity when making a ranged attack with his bow. When making other ranged attacks, such as
throwing a dagger, the arcane archer still provokes as normal.
Combat Trick: An arcane archer that selects this trick receives a bonus combat feat.
Expert Leaper (Ex): When making jump checks, the arcane archer is always considered to have a running
start. Also, when the arcane archer deliberately falls, a DC 15 Acrobatics check allows him to ignore the
first 20 feet fallen, instead of the first 10 feet.
Fast Stealth (Ex): This ability allows an arcane archer to move at full speed using the Stealth skill without
Foe Hunter (Ex): An arcane archer with this trick gains a favored enemy as per the ranger special ability.
He may take this trick multiple times, each time he does the arcane archer gains an additional favored
enemy or increases the favored enemy bonus.
Follow Clues (Ex): An arcane archer with this trick can use his Perception to follow tracks as per the
Survival skill.
Hawkeye (Ex): When an arcane archer with this trick takes aim, in addition to the normal bonus for doing
so, the arcane archer gains a circumstance bonus equal to one half his Perception skill total to his attack
roll for that turn.

Ledge Walker (Ex): This trick allows an arcane archer to move along narrow surfaces at full speed using
the Acrobatics skill without penalty. In addition, an arcane archer with this talent is not flat-footed when
using Acrobatics to move along narrow surfaces.
Lightfoot (Ex): An arcane archer with this trick may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain).
Powerful Shot (Ex)*: Whenever an arcane archer with this talent takes a full attack action, he can elect to
take a -2 penalty on all attack rolls until the start of his next turn. If an attack during this time is a precision
attack, he treats 1s on the damage dice as 2s.
Resiliency (Ex): Once per day, an arcane archer with this ability can gain a number of temporary hit
points equal to his arcane archer levels. Activating this ability is an immediate action that can only be
performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying.
These temporary hit points last for 1 minute. If the arcane archer's hit points drop below 0 due to the loss
of these temporary hit points, he falls unconscious and is dying as normal.
Skilled Bowman (Ex): Once per day, an arcane archer with this trick can roll two dice while making a
ranged attack while using a bow and take the better result. He must choose to use this talent before
making the attack action.
An arcane archer can use this trick an additional time per day for every 5 arcane archer levels he
Slow Reactions (Ex)*: Opponents damaged by the arcane archer's precision attack can't make attacks of
opportunity for 1d4 rounds.
Snap Shot (Ex): An arcane archer with this trick may treat his initiative roll as a 20 for a surprise round,
regardless of his initiative, but he may only take an attack action with a ranged weapon. His normal
initiative roll is used in subsequent rounds. If two or more arcane archers (or rogues) possess this trick,
their initiative determines the order in which they act, but they all go before any other creature. If an
arcane archer is prevented from acting in a surprise round, this trick has no effect.
Stand Up (Ex): An arcane archer with this ability can stand up from a prone position as a free action. This
still provokes attacks of opportunity for standing up while threatened by a foe.
Swift Shooter (Ex): Once per day, an arcane archer that selects this trick gains the benefit of having the
Manyshot feat (even though he might now meet the prerequisites for doing so). Furthermore, if the arcane
archer already has the Manyshot feat, he gains would then gain a +1 circumstance bonus to his attack and
damage rolls. If this trick is selected more than once, the 1/day limit increases by an additional use per
Terrain Mastery (Ex): An arcane archer with this trick gains a favored terrain as per the ranger ability of
the same name, though the favored terrain ability does not increase with the arcane archer's level as the
ranger's ability does. An arcane archer can take this ability multiple times, each time applying it to a new
terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell
you know and deliver the spell through your weapon with a ranged attack. Casting a spell in this manner
does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If
the ranged attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Precision (Ex): Starting at 3rd level, an arcane archer may make a single precisely aimed attack with
a ranged weapon, dealing an extra 1d6 points of damage if the attack hits. When making a ranged
Precision attack, an arcane archer must be within 30 feet of his target. Any shot he makes against a foe
who does not have a constitution score as well as any creature that is immune to critical hits is not subject
to this extra damage. The extra damage increases by +1d6 every three arcane archer levels attained
The arcane archer must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot. An arcane archer cannot use this ability while striking a creature with concealment (in
tell he has Seeker Arrow).
Expert Archer (Ex): At 4th level, an arcane archer gains a +1 bonus on attack and damage rolls with
bows. This bonus increases by +1 for every four levels beyond 4th.
Enhance Arrow (Su): Beginning at 4th level, every non-magical arrow an arcane archer nocks and lets
fly becomes magic, gaining a +1 enhancement bonus and an additional +1 enhancement bonus for every
4 levels attained thereafter. Unlike magic weapons created by normal means, the arcane archer need not
spend gold pieces to accomplish this task. However, an arcane archer's magic arrows only function for him.
Imbue Arrow (Sp): Starting at 5th 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 arcane 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.

Uncanny Dodge (Ex): Starting at 6th level, an arcane archer can react to danger before his senses
would normally allow his to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if
the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An Arcane archer with this
ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see
Combat) against him.
If an Arcane archer already has uncanny dodge from a different class, he automatically gains improved
uncanny dodge (see improved uncanny dodge advanced trick) instead.
Evasion (Ex): At 7th level and higher, an arcane archer can avoid even magical and unusual attacks
with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half
damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane archer
is wearing light armor or no armor. A helpless arcane archer does not gain the benefit of evasion.
Seeker Arrow (Sp): At 9th level, an arcane archer can launch an arrow at a target known to him 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). An arcane archer can use this ability once per day at 9th level, and one additional time
per day for every two levels beyond 9th, to a maximum of five times per day at 19th level.
Evasive Archer (Ex): At 10th level, an arcane archer gains a +2 dodge bonus to AC against ranged
attacks. This bonus increases to +4 at 15th level, and increases again to +8 at 20th level.
Advanced Tricks: Beginning at 11th level and at every three levels thereafter, an arcane archer can
choose one of the following advanced tricks in place of a archer's trick
Another Day (Ex): Once per day, when the arcane archer would be reduced to 0 or fewer hit points by a
melee attack, he can take a 5-foot step as an immediate action. If the movement takes him out of the
reach of the attack, he takes no damage from the attack. The arcane archer is staggered for 1 round on his
next turn.
Defensive Roll (Ex): With this advanced trick, the arcane archer can roll with a potentially lethal blow to
take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer
hit points by damage in combat, the arcane archer can attempt to roll with the damage. To use this ability,
the arcane archer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes
only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able
to react to it in order to execute his defensive roll-if he is denied his Dexterity bonus to AC, he can't use
this ability. Since this effect would not normally allow a character to make a Reflex save for half damage,
the arcane archer's evasion ability does not apply to the defensive roll.
Dispelling Attack (Su)*: Opponents that are dealt precision damage by an arcane archer with this trick
are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The
caster level for this ability is equal to the arcane archer's level.
Double Initiative (Ex): An arcane archer with this trick may attack two times each round, once at his full
initiative and once at half his initiative.
Entanglement of Arrows (Ex)*: When an arcane archer with this trick hits a creature with a ranged attack
that deals precision damage, the target cannot take a 5-foot step until the beginning of the arcane archer's
next turn.
Fast Tumble (Ex): When an arcane archer with this talent uses Acrobatics to move at full speed through a
threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not
increase by 10.
Hard to Fool (Ex): An arcane archer with this trick is hard to fool with mind-affecting effects. At the start
of his turn, if he is still subject to any mind-affecting spells or effects, he can make a Will saving throw with
a standard DC for the effect's level, and if he succeeds at the check, he is no longer subject to the mindaffecting effect. He can make this saving throw even against mind-affecting effects that normally don't
allow a saving throw. In those cases, generate the saving throw as if the spell or effect did allow a saving
Hunter's Surprise (Ex): Once per day, an arcane archer with this talent can designate a single enemy he
is in precision damage as his prey. Until the end of his next turn, he can add his precision damage to all
attacks made against his prey, even if he is not flanking it or it is not flat-footed.
Improved Evasion (Ex): This works like evasion, except that while the arcane archer still takes no damage
on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed
save. A helpless arcane archer does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): An arcane archer can no longer be flanked. This defense denies a rogue
the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels
than the target does.

If a character already has uncanny dodge (see uncanny dodge above) from another class, the levels from
the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the
Opportunist (Ex): Once per round, the arcane archer can make an attack of opportunity against an
opponent who has just been struck for damage in melee by another character. This attack counts as an
attack of opportunity for that round. Even an arcane archer with the Combat Reflexes feat can't use the
opportunist ability more than once per round.
Redirect Attack (Ex): Once per day, when an arcane archer with this trick is hit with a melee attack, he
can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be
within melee reach of the attack that hit the arcane archer, and the creature that made the attack against
the arcane archer must make a new attack roll against the new target.
Phase Arrow (Sp): At 13th level, an Arcane archer can launch an arrow once per day at a target known
to him 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, armor, and 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). An Arcane archer can use this ability once
per day at 13th level, and one additional time per day for every two levels beyond 13th, to a maximum of
four times per day at 19th level.
Volley (Ex): At 15th level, as a full-round action, an Arcane archer can make a single bow attack at his
highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate
attack and damage rolls for each creature.
Hail of Arrows (Sp): In lieu of his regular attacks, once per day an Arcane archer of 17th level or higher
can fire an arrow at each and every target within range, to a maximum of one target for every Arcane
archer level he has earned. Each attack uses the arcane archer's primary attack bonus, and each enemy
may only be targeted by a single arrow.
Perfect Aim (Ex): At 18th level, all critical threats an arcane archer makes with his ranged attacks are
automatically confirmed. In addition, their damage multiplier increased by 1 (3 becomes 4, for
example). Furthermore, he cannot be disarmed while wielding a bow.
Ranged Defense (Ex): At 19th level, an arcane archer gains DR 5/- against ranged attacks. In addition,
as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had
the Snatch Arrows feat.
Arrow of Death (Sp): At 20th level, an arcane archer can create a special type of slaying arrow that
forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The
DC of this save is equal to 20 + the arcane archer's Charisma modifier. It takes 1 day to make a single
slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no
longer than 1 year, and the arcane archer can only have a number of arrows equal to his cha modifier in
existence at a time.


Lv 0- acid splash, bleed, create water, dancing lights, daze, disrupt undead, flare, guidance, light,
open/close, purify food and drink, ray of frost, stabilize, virtue
Lv 1- alarm, animate rope, arcane fervor, bane, bless, burning hands, cause fear, chill touch, cure light
wounds, doom, endure elements, entropic shield, expeditious retreat, feather fall, identify, mage armor,
magic missile, magic weapon, shield, shocking grasp, sleep, true strike

Lv 2- aid, barkskin, bears endurance, blur, bulls strength, cats grace, continual flame, cure moderate
wounds, darkvision, eagles splendor, flame blade, flaming sphere, foxs cunning, glitterdust, heroism,
lesser restoration, owls wisdom, scorching ray, see invisibility, spider climb, touch of idiocy, web
Lv 3- acid arrow, blink, call lightning, create food and water, cure serious wounds, displacement,
electric arrow, fireball, flame arrow, haste, ice arrow, keen edge, lightning bolt, sleet storm, slow,
tongues, vampiric touch, water breathing
Lv 4- cone of cold, cure critical wounds, dismissal, flame strike, freedom of movement, greater invisibility,
greater magic weapon, ice storm, restoration
Lv 5- breath of life, call lightning storm, chain lightning, greater heroism, mage sword, permanency, polar
ray, reverse gravity, stoneskin, true seeing
Lv 6- banishment, delayed blast fireball, Fire storm, greater restoration, heal, meteor swarm, Regenerate,
storm of vengeance, sun beam, sunburst, undeath to death.