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Arcane Archer Imbue Toggle
Only one Primary Arcane Archer Imbue can be active at a time. A Secondary Imbue Toggle does stack with the same rules.
Note, Imbues currently do not work with crossbows. Thus it does not stack with Rogue Mechanic nor Arcanotechnician Artificer well.
Terror Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect. (Activation Cost: 20 SP. Cooldown: 10 seconds)
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AP Cost: 2 | Ranks: 3 | Progression: 10 | No requirements | |
Paralyzing Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.) (Activation Cost: 20 SP. Cooldown: 10 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Terror Arrows |
Elemental Arrows I-IV: Select one of four elemental arrow imbues. Can't choose the same type of arrow again. (Activation Cost: 20 SP. Cooldown: 10 Seconds)
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AP Cost: 2 | Ranks: 1 | Progression: 1, 5, 10, 20 | No requirements | |
Improved Elemental Arrows: Your elemental arrow imbues gain On Critical: 1d10-3d10 elemental damage based on critical multiplier and an additional effect.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Elemental Arrows IV |
Banishing Arrows: Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Banish an extraplanar creature back to their home plane. Powerful creatures may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. (Activation Cost: 20 SP. Cooldown: 10 seconds)
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AP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements |