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

 * Prereqs: Ranger 6 / elf 8, +6 Base Attack Bonus, Weapon Focus: Ranged, Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
 * Benefit: Grants the ability to conjure returning magical arrows and fire True Strike arrows. Also grants +20 spell points.
 * 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

 * Prereqs: Ranger 9 / elf 11, Ranger/Elf Arcane Archer I
 * Benefit: Activate this ability to conjure a stack of +2 returning arrows.

Arcane Archer: Conjure +3 Arrows

 * Prereqs: Ranger 12 / elf 14, Arcane Archer: Conjure +2 Arrows
 * Benefit: Activate this ability to conjure a stack of +3 returning arrows.

Arcane Archer: Conjure +4 Arrows

 * Prereqs: Ranger 15 / elf 17, Arcane Archer: Conjure +3 Arrows
 * Benefit: Activate this ability to conjure a stack of +4 returning arrows.

Arcane Archer: Conjure +5 Arrows

 * Prereqs: Ranger 18 / elf 20, Arcane Archer: Conjure +4 Arrows
 * Benefit: Activate this ability to conjure a stack of +5 returning arrows.

Arcane Archer: Imbue Force Arrows

 * Cost: 1 Action Point
 * Prerequisite: Ranger/Elf Arcane Archer I, 18 ranger / 26 elf Action Points Spent
 * Effect: Imbues all missiles that you fire with arcane force, granting them the Force ability (+1d6 Force damage) and negating 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

 * Cost: 1 Action Point
 * Prerequisite: Arcane Archer: Conjure +2 Arrows, 30 ranger / 38 elf Action Points Spent
 * Effect: Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1d6 Acid damage) and dealing 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

 * Cost: 1 Action Point
 * Prerequisite: Arcane Archer: Conjure +3 Arrows, 42 ranger / 50 elf Action Points Spent
 * Effect: Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+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

 * Cost: 1 Action Point
 * Prerequisite: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows, 54 ranger / 62 elf Action Points Spent
 * Effect: Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1d6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Chain Missile spell. Only one Arcane Archer Imbue ability may be active at any time.

Arcane Archer: Imbue Terror Arrows

 * Cost: 1 Action Point
 * Prerequisite: Arcane Archer: Conjure +4 Arrows, 54 ranger / 62 elf Action Points Spent
 * Effect: Imbues all missiles that you fire with negative energy, granting them 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

 * Cost: 1 Action Point
 * Prerequisite: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Terror Arrows, 66 ranger / 74 elf Action Points Spent
 * Effect: Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive damage (500 piercing 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.