Arcane Archer enhancements (history)

''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 or Elf 9, +6 Base Attack Bonus, Weapon Focus: 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 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.

Ranger Arcane Archer II

 * Prereqs: Ranger level 9, Ranger Arcane Archer I.
 * Benefit: Your conjured arrows now possess a +2 enhancement bonus.

Ranger Arcane Archer III

 * Prereqs: Ranger level 12, Ranger Arcane Archer II.
 * Benefit: Your conjured arrows now possess a +3 enhancement bonus.

Ranger Arcane Archer IV

 * Prereqs: Ranger level 15, Ranger Arcane Archer III.
 * Benefit: Your conjured arrows now possess a +4 enhancement bonus.

Ranger Arcane Archer V

 * Prereqs: Ranger level 18, Ranger Arcane Archer IV.
 * Benefit: Your conjured arrows now possess a +5 enhancement bonus.

Elven Arcane Archer II

 * Prereqs: Elf level 11, Elven Arcane Archer I.
 * Benefit: Your conjured arrows now possess a +2 enhancement bonus.

Elven Arcane Archer III

 * Prereqs: Elf level 14, Elven Arcane Archer II.
 * Benefit: Your conjured arrows now possess a +3 enhancement bonus.

Elven Arcane Archer IV

 * Prereqs: Elf level 17, Elven Arcane Archer III.
 * Benefit: Your conjured arrows now possess a +4 enhancement bonus.

Elven Arcane Archer V

 * Prereqs: Elf level 20, Elven Arcane Archer IV.
 * Benefit: Your conjured arrows now possess a +5 enhancement bonus.

Arcane Archer: Imbue Acid Arrows

 * Cost: 1 Action Point
 * Prerequisite: Elf or Ranger Arcane Archer II, 30 (or 38 for Elves) 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: Elf or Ranger Arcane Archer III, 42 (or 50 for Elves) 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 Terror Arrows

 * Cost: 1 Action Point
 * Prerequisite: Elf or Ranger Arcane Archer IV, 54 (or 62 for Elves) 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 Force Burst Arrows

 * Cost: 1 Action Point
 * Prerequisite: Elf or Ranger Arcane Archer IV, Arcane Archer: Imbue Force Arrows, 54 (or 62 for Elves) 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 Slaying Arrows

 * Cost: 1 Action Point
 * Prerequisite: Elf or Ranger Arcane Archer V, Arcane Archer: Imbue Force Arrows, Acid Arrows, Explosive Arrows, and Terror Arrows, 66 (or 74 for Elves) Action Points Spent
 * Effect: Imbues all missiles that you fire with incredible power, granting them 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.