Arcane Archer enhancements (history)

Overview
''The Arcane Archer is a warrior skilled in using magic to supplement their combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.''



Ranger/Elven Arcane Archer I

 * Usage: Passive


 * Cost: 4 action points


 * Progression: Ranger 16 action points / Elf 24 action points


 * Requires One of: Bard Energy of Music I, Elven Arcanum I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, Mental Toughness, Past Life: Arcane Prodigy


 * Requires All of: Point Blank Shot, Weapon Focus: Ranged Weapons, +6 Base Attack Bonus


 * Available to Ranger level 6 / Available to Elf level 8


 * Grants the abilities to conjure +1 returning magical arrows and fire True Strike arrows. Also grants +20 spell points.


 * This enhancement automatically grants the following:



Arcane Archer: Conjure +1 Arrows

 * Activate this ability to conjure a stack of +1 Returning Arrows.



Arcane Archer: True Strike

 * Fires an arrow with a +20 bonus to hit at your currently selected target.



Arcane Archer: Conjure +2 Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 30 action points / Elf 38 action points


 * Requires One of: One of Elven Arcane Archer I, Ranger Arcane Archer I


 * Available to Ranger level 9 / Available to Elf level 11


 * Activate this ability to conjure a stack of +2 Returning Arrows.



Arcane Archer: Conjure +3 Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 42 action points / Elf 50 action points


 * Requires All of: Arcane Archer: Conjure +2 Arrows


 * Available to Ranger level 12 / Available to Elf level 14


 * Activate this ability to conjure a stack of +3 Returning Arrows.



Arcane Archer: Conjure +4 Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 54 action points / Elf 62 action points


 * Requires All of: Arcane Archer: Conjure +3 Arrows


 * Available to Ranger level 15 / Available to Elf level 17


 * Activate this ability to conjure a stack of +4 Returning Arrows.



Arcane Archer: Conjure +5 Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 66 action points / Elf 74 action points


 * Requires All of: Arcane Archer: Conjure +4 Arrows


 * Available to Ranger level 18 / Available to Elf level 20


 * Activate this ability to conjure a stack of +5 Returning Arrows.



Arcane Archer: Imbue Force Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 18 action points / Elf 26 action points


 * Requires One of: Elven Arcane Archer I, Ranger Arcane Archer I


 * Available to Ranger level 6 / Available to Elf level 8


 * Imbues arrows with an extra 1d6 force damage and negates 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.



Arcane Archer: Imbue Acid Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 30 action points / Elf 38 action points


 * Requires All of: Arcane Archer: Conjure +2 Arrows


 * Available to Ranger level 9 / Available to Elf level 11


 * Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and 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.



Arcane Archer: Imbue Explosive Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 42 action points / Elf 50 action points


 * Requires All of: Arcane Archer: Conjure +3 Arrows


 * Available to Ranger level 12 / Available to Elf level 14


 * Imbues arrows with the Flaming Burst ability dealing an extra 1d6 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.



Arcane Archer: Imbue Force Burst Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 54 action points / Elf 62 action points


 * Requires All of: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows


 * Available to Ranger level 15 / Available to Elf level 17


 * Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits. 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.



Arcane Archer: Imbue Terror Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 54 action points / Elf 62 action points


 * Requires All of: Arcane Archer: Conjure +4 Arrows


 * Available to Ranger level 15 / Available to Elf level 17


 * Imbues arrows with the Fearsome ability. 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: Imbue Slaying Arrows

 * Usage: Active


 * Cost: 1 action points


 * Progression: Ranger 66 action points / Elf 74 action points


 * Requires All of: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows


 * Available to Ranger level 18 / Available to Elf level 20


 * Imbues arrows with the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack. (Natural 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.