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   Arcane Archer 
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   Arcane Archer 
  Quick Builds: 
  Arcane Archer 
   
   
   
   
   
   
   
   
   
   
  Huge Nerd Games 
  Words and Layout ✦ Brian Stinson 
  Art ✦ Anthony Cournoyer 
   
  
   
   Arcane Archer 
  1 
   
  Quick Builds: 
  Arcane Archer 
  “Wizards? Sorcerers? I’ll show them what a real 
  magic missile is.” 
   
  Arcane Archery 
  When you choose your Fighting Style, you can 
  choose Arcane Archery instead of another 
  option, such as the ones in Player’s Handbook 
  or Martial Power. 
   
  Arcane Archery: Whenever you make a weapon 
  attack that deals damage that has a type (such 
  as cold, fire, or force), you gain resist 5 to that 
  damage type until the end of your next turn. 
  The resistance increases to 10 at 11th level and 
  15 at 21st level. 
   
  Whenever you make a weapon attack that deals 
  damage that does not have a type, if you have a 
  resistance granted by your arcane archery 
  fighting style, you can choose to change the 
  damage type to that of the granted resistance. 
   
  Level 1 At-Will Spells 
   
    Arcane Arrow  
               Ranger Attack 1 
    A burst of magical force sparks from your 
  enchanted arrow. 
  At-Will ✦ Arcane, Force, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 1[W] damage, and the target and one 
  enemy adjacent to the target take force 
  damage equal to your Dexterity modifier. 
  Level 1 Encounter Spells 
   
    Imbued Arrow  
               Ranger Attack 1 
    You wrap a simple but effective arcane spell 
  around your arrow and it discharges on impact. 
  Encounter ✦ Arcane, Varies, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 2[W] + Dexterity modifier damage, and 
  you choose one of the following options to 
  determine the attack’s damage type and 
  effect: 
    Acid Splash: Acid damage, and each creature 
  adjacent to the target takes acid damage 
  equal to your Wisdom modifier. 
    Chill Touch: Cold damage, and the target takes 
  a penalty to damage rolls equal to your 
  Wisdom modifier until the end of your next 
  turn. 
    Flare: Fire damage, and the target takes a -2 
  penalty to attack rolls until the end of your 
  next turn. 
    Shocking Grasp: Lightning damage, and the 
  target is knocked prone. 
   
    Seeking Shot  
               Ranger Attack 1 
    There is no escape from a shot that can seek its 
  target like a faithful hound. 
  Encounter ✦ Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Special: Before the attack, choose an 
  unoccupied square within range. You can use 
  that square as the origin square of this attack. 
  Target: One creature designated as your 
  quarry within 5 squares of the origin square 
  Attack: Dexterity vs. Reflex 
    Hit: 2[W] + Dexterity modifier damage. 
   
  
   
   Arcane Archer 
  2 
  Level 1 Daily Spells 
   
    Black Arrow 
   
               Ranger Attack 1 
    You equip the fabled black arrow, a deadly 
  enchanted projectile that never fails to return. 
  Daily ✦Arcane, Necrotic, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 2[W] + Dexterity modifier necrotic 
  damage. 
  Effect: Until the end of the encounter, once 
  per round when you hit with a ranged 
  weapon attack, one target of the attack takes 
  extra necrotic damage equal to your Wisdom 
  modifier. 
   
   
  Using Arcane Archery 
    Managing your arsenal of resistances with the 
  Arcane Archery fighting style might be a bit 
  confusing, so here’s an example: 
   
  You begin the encounter with no resistances. 
  On your first turn, you use imbued arrow and 
  pick lightning for your damage type. Since 
  you’ve made a weapon attack that deals typed 
  damage, you gain Resist 5 Lightning until the 
  end of your next turn, even if you miss. 
   
  On your next turn, you use arcane arrow. The 
  initial 1[W] damage from arcane arrow has no 
  damage type, so you choose to use the Resist 5 
  Lightning you gained last turn to change the 
  damage type to lightning. Arcane arrow now 
  deals 1[W] lightning damage to the target, and 
  an additional Dexterity modifier force damage 
  to the target and one adjacent enemy. Since 
  you’ve made an attack that includes lightning 
  damage and force damage, you gain both 
  Resist 5 Lightning and Resist 5 Force until the 
  end of your next turn. 
   
  Before your next turn, your Warlord ally grants 
  you a ranged basic attack. You can thus choose 
  to have that attack deal lightning damage, 
  force damage, or no damage type at all. 
   
  Level 3 Encounter Spells 
   
    Illusory Arrow  
               Ranger Attack 3 
    The hideous gaping wound left by your arrow is 
  an illusion; your foe’s panic, however, is real. 
  Encounter ✦Arcane, Fear, Psychic, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. Will 
    Hit: 2[W] + Dexterity modifier psychic damage, 
  and the target grants combat advantage until 
  the end of your next turn. In addition, while 
  the target grants combat advantage, the 
  target is considered to be bloodied regardless 
  of current hit points. 
   
    Shining Shot  
               Ranger Attack 3 
    Your arrow streaks across the battlefield like a 
  shooting star, lighting the way for your allies. 
  Encounter ✦Arcane, Radiant, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. Reflex 
    Hit: 2[W] + Dexterity modifier radiant damage, 
  and the target cannot benefit from cover, 
  concealment, or total concealment until the 
  end of your next turn. 
   
  Level 5 Daily Spells 
   
    Arcane Control Shot              Ranger Attack 5 
    Your shot digs into its target and sparks to life, 
  dragging its target to and fro on command. 
  Daily ✦Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 2[W] + Dexterity modifier damage, and 
  you slide the target 3 squares. Then, the 
  target is under arcane control (save ends). 
  While under arcane control, at the start of 
  each of its turns, you can slide the target 1 
  square as a free action. 
  Miss: Half damage, and the target is under 
  arcane control until the end of your next 
  turn. 
  
   
   Arcane Archer 
  3 
  Level 7 Encounter Spells 
   
    Sizzling Shot  
               Ranger Attack 7 
    Dripping with a caustic coating, your shot eats 
  away at anything it touches; armor, flesh, and 
  even your foes’ allies. 
  Encounter ✦ Acid, Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 2[W] damage, and the target and each 
  enemy providing cover to the target take acid 
  damage equal to your Dexterity modifier and 
  a -2 penalty to AC until the end of your next 
  turn. 
   
    Thunderous Bolt 
               Ranger Attack 7 
    Your arrow detonates on impact, rattling the 
  senses of anything nearby. 
  Encounter ✦ Arcane, Thunder, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 2[W] + Dexterity modifier thunder 
  damage, and the target is dazed until the end 
  of your next turn. In addition, the target and 
  each creature within 3 squares of the target 
  are deafened until the end of your next turn. 
   
  Level 9 Daily Spells 
   
    Chromatic Arrow 
               Ranger Attack 9 
    The chaotic magic imbued in your arrow 
  ensures that, whatever its effects, it won’t end 
  well for its target. 
  Daily ✦Arcane, Varies, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 3[W] + Dexterity modifier damage. Roll a 
  d6 to determine the attack’s damage type 
  and effect. 
    1. Yellow: Radiant damage, and the target and 
  each enemy within 2 squares of the target 
  take a -2 penalty to attack rolls (save ends). 
    2. Red: Fire damage, and ongoing 5 fire 
  damage (save ends). The target takes a -2 
  penalty to saving throws against this effect. 
    3. Green: Poison damage, and the target is 
  weakened (save ends). 
    4. Turquoise: Lightning damage, and the target 
  is dazed and deafened (save ends). 
    5. Blue: Cold damage, and the target and each 
  enemy within 2 squares of the target take 5 
  cold damage and are knocked prone. 
    6. Violet: Psychic damage, and the target takes 
  10 psychic damage each time it attacks (save 
  ends). 
  Miss: Half damage. Roll a d6 to determine the 
  attack’s damage type and effect, as above. 
   
  
   
   Arcane Archer 
  4 
  Level 13 Encounter Spells 
   
    Dragonsbreath Arrow            Ranger Attack 13 
    The mere act of loosing your arrow creates an 
  explosion of elemental power. 
  Encounter ✦ Arcane, Varies, Weapon 
  Standard Action 
  Close blast 3 
  Special: Choose acid, cold, fire, lightning, or 
  poison whenever you use this power. Your 
  choice determines the power’s damage type. 
  Target: Each creature in the blast 
  Attack: Dexterity vs. Reflex 
    Hit: 1d6 damage of the chosen type, and you 
  push the target 1 square. 
  Effect: Make a secondary ranged attack. 
   Secondary Target: One creature in weapon 
  range 
   Secondary Attack: Dexterity vs. AC 
   Hit: 2[W] + Dexterity modifier damage of the 
  chosen type. 
   
    Inevitable Shot 
             Ranger Attack 13 
    Your arrow senses its destiny, returning to you 
  if it misses. Sooner or later, your foe will bleed. 
  Encounter ✦ Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature designated as your 
  quarry 
  Attack: Dexterity vs. AC 
    Hit: 3[W] + Dexterity modifier + Wisdom 
  modifier damage. 
  Miss: The power is not expended. 
   
  Level 15 Daily Spells 
   
    Flying Fang 
   
             Ranger Attack 15 
    Your arrow’s bite cuts as deep as a serpent’s, 
  and the magical venom it pumps into its victim 
  is just as painful. 
  Daily ✦Arcane, Necrotic, Poison, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 2[W] + Dexterity modifier necrotic and 
  poison damage, and the target gains 
  vulnerability to all damage equal to your 
  Dexterity modifier (save ends). 
  Miss: Half damage, and the target gains 
  vulnerability to all damage equal to your 
  Dexterity modifier until the end of your next 
  turn. 
   
  Level 17 Encounter Spells 
   
    Arrow of Corruption            Ranger Attack 17 
    The deadly enchantment on your arrow affects 
  its victim’s mind and body, becoming more 
  dangerous if the target exerts itself. 
  Encounter ✦Arcane, Necrotic, Psychic, 
  Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 3[W] + Dexterity modifier necrotic and 
  psychic damage. The first time the target 
  attacks or moves more than 1 square before 
  the start of your next turn, it takes additional 
  necrotic and psychic damage equal to 3 + 
  your Wisdom modifier and falls prone after 
  the triggering attack or move is resolved. 
   
   
   
   
   
   
   
   
   
   
  
   
   Arcane Archer 
  5 
    Flashfire Bolt  
             Ranger Attack 17 
    Your burning shot streaks across the 
  battlefield, its powerful brightness shining in 
  the eyes of your enemies. 
  Encounter ✦Arcane, Radiant, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 3[W] fire and radiant damage, and the 
  target and each enemy providing cover to the 
  target take radiant damage equal to your 
  Dexterity modifier and a -2 penalty to attack 
  rolls until the end of your next turn. 
   
  Level 19 Daily Spells 
   
    Arcane Implosion Shot           Ranger Attack 19 
    Spears of arcane force explode from your 
  arrow on impact, then suddenly rush inwards. 
  Daily ✦Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 3[W] + Dexterity modifier force damage, 
  and you slide each creature within 3 squares 
  of the target 2 squares towards the target. 
  Miss: Half damage, and you slide each creature 
  within 3 squares of the target 1 square 
  towards the target. 
    Effect: For each creature that ends a slide 
  caused by this power adjacent to the target, 
  that creature and the target each take force 
  damage equal to 5 + your Wisdom modifier. 
  Level 23 Encounter Spells 
   
    Storm Bolt 
   
             Ranger Attack 23 
    Your projectile discharges with arcing bolts of 
  lightning that strike any targets nearby. 
  Encounter ✦ Arcane, Lightning, Thunder, 
  Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 3[W] + Dexterity modifier lightning and 
  thunder damage, and each enemy within 3 
  squares of the target takes lightning damage 
  equal to 2 + your Wisdom modifier and is 
  pushed 1 square away from the target. 
   
    Burning Blizzard Volley           Ranger Attack 23 
    One arrow sizzles and cracks in mid-flight, your 
  attack becoming a raining storm of acid and ice 
  that sweeps over your foes. 
  Encounter ✦ Acid, Arcane, Cold, Weapon 
  Standard Action 
  Area burst 2 within 10 
  Target: Each enemy in the burst 
  Attack: Dexterity vs. AC 
    Hit: 2[W] + Dexterity modifier acid and cold 
  damage, and the target is slowed until the 
  end of your next turn. 
   
  
   
   Arcane Archer 
  6 
  Level 25 Daily Spells 
   
    Cataclysm Arrow 
             Ranger Attack 25 
    Your overcharged arrow unleashes a hellish 
  storm of energy, its imbued spells detonating 
  simultaneously and creating havoc. 
  Daily ✦Arcane, Varies, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 4[W] + Dexterity modifier damage. 
  Miss: Half damage. 
    Effect: Each creature in a burst 3 centered on 
  the target takes 10 damage. Roll 2d6 to 
  determine the attack and burst’s damage 
  type, and any additional effects. 
    1. Call Lightning: Lightning damage, and the 
  target is stunned (save ends). 
    2. Fireball: Fire damage, and the burst’s 
  damage is increased by an amount equal to 
  twice your Wisdom modifier. In addition, 
  each creature the burst is knocked prone. 
    3. Ice Storm: Cold damage, the target is 
  immobilized (save ends), and each creature in 
  the burst is slowed (save ends). 
    4. Shout: Thunder damage, and each creature 
  in the burst is dazed and deafened (save 
  ends). 
    5. Symbol of Pain: Psychic damage, and the 
  damage caused by the burst becomes 
  ongoing (save ends). 
    6. Contagion: Poison damage, and each 
  creature in the burst take a penalty to attack 
  rolls equal to your Wisdom modifier (save 
  ends). 
   
  Level 27 Encounter Spells 
   
    Phase Arrow  
             Ranger Attack 27 
    Neither brick nor stone nor armor can keep 
  your arrow from its target. 
  Encounter ✦ Arcane, Force, Weapon 
  Standard Action 
  Ranged weapon 
  Special: Before the attack, you learn the 
  location your quarry if it is within 20 squares. 
  Target: One creature designated as your 
  quarry. You do not need line of sight or line 
  of effect to the target, but you do need to 
  know its location. 
  Attack: Dexterity + 2 vs. Reflex, ignoring the 
  penalty to attack rolls imposed by cover and 
  concealment 
    Hit: 4[W] + Dexterity modifier force damage. 
   
    Pierce the Planes 
             Ranger Attack 27 
    Your arrow pierces not just your enemy’s flesh 
  but the fabric between worlds as well, bringing 
  with it the essence of the planes. 
  Encounter ✦ Arcane, Varies, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: 3[W] + Dexterity modifier damage, and 
  you pierce the planes. Choose two of the 
  options below. While you pierce the planes, 
  this attack gains those effects: 
    Astral: The attack deals radiant damage, and 
  the target is blinded until the end of your next 
  turn. 
    Elemental: The attack deals your choice of 
  acid, cold, fire, or lightning damage, and the 
  target gains vulnerability 10 to each damage 
  type caused by this power until the end of 
  your next turn. 
    Fey: The attack deals psychic damage, and you 
  slide the target a number of squares equal to 
  your Wisdom modifier and knock it prone. 
    Shadow: The attack deals necrotic damage, 
  and the target is weakened until the end of 
  your next turn. 
  
   
   Arcane Archer 
  7 
  Level 29 Daily Spells 
   
    Arrow of Death 
             Ranger Attack 29 
    Your shot strike’s the target’s very soul, and its 
  body quivers as a piece of it forever dies. 
  Daily ✦Arcane, Necrotic, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. Will 
    Hit: 6[W] + Dexterity modifier necrotic 
  damage. If this damage bloodies the target, it 
  takes 20 extra necrotic damage. 
    Miss: Half damage. 
    Effect: If the power reduces the target to 20 
  hit points or fewer, the target drops to 0 hit 
  points. 
   
   
  
   
   Arcane Archer 
  8 
  Arcane Deadeye 
  “If I can see it, I can kill it. If I can’t see it, I 
  haven’t used the right spell yet.” 
   
  Prerequisite: Ranger, Arcane Archery fighting 
  style, Hunter’s Quarry class feature 
   
  What good is magic if you don’t have a target? 
  Booming spells, gouts of fire and lightning, 
  flashy effects; these are all fine and good, but 
  what use is a cataclysm without a world to end? 
  A deadly curse can drop a quarry, but why 
  bother binding it to an arrow that can’t hit? The 
  path of the arcane deadeye is the answer. 
   
  With a bit of practice, you’ve crafted the 
  divination spells you need to become the 
  world’s greatest archer, far surpassing the skills 
  of mere mortals. The deadliness of your shots, 
  combined with the accuracy of your magic, has 
  turned you into a hunter that can see, hit, and 
  kill anything. Some might call you a cheat, but 
  you don’t let their jealousy sway you; you’re 
  perfection in the making. 
   
  Arcane Deadeye Path Features 
  Deadeye’s Action (11th Level): When you 
  spend an action point to take an extra action, 
  your ranged attack rolls take no penalties for 
  cover, superior cover, concealment, or total 
  concealment until the end of your next turn. 
  Arcane Quarry (11th Level): Whenever you deal 
  the extra damage dealt by your Hunter’s Quarry 
  class feature, you can choose for the damage to 
  be of the same type as a resistance granted by 
  your Arcane Archery fighting style. 
  Powerful Perception (16th Level): You gain a +2 
  bonus to Perception checks, initiative checks, 
  and saving throws against effects that cause 
  you to be blinded. 
  Arcane Deadeye Evocations 
    Contrary Arrow       Arcane Deadeye Attack 11 
    With a bit of magic imbued in your arrow, your 
  foe’s strengths become weaknesses. 
  Encounter ✦ Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature 
  Attack: Dexterity vs. AC 
    Hit: If the target has any resistances, choose 
  one of them. The target loses that resistance 
  and gains vulnerable 5 to the same type until 
  the end of your next turn. Then, the target 
  takes 3[W] + Dexterity modifier damage. 
   
    True Strike Aura      Arcane Deadeye Utility 12 
    Your magical accuracy extends to your allies, 
  granting them incredible powers of perception. 
  Daily ✦ Arcane 
  Minor Action  
  Personal 
    Effect: You activate an aura 5 that lasts until 
  the end of the encounter. You and allies 
  within the aura gain a +1 power bonus to 
  attack rolls, cannot be blinded, and gain 
  truesight 5. 
   
    Heartseeking         Arcane Deadeye Attack 20 
    A magic arrow enables you to see right 
  through your enemy, setting up a perfectly-
  aimed shot to a deadly weak point. 
  Daily ✦ Arcane, Weapon 
  Standard Action 
  Ranged weapon 
  Target: One creature designated as your 
  quarry 
  Attack: Dexterity vs. Reflex 
    Hit: 1[W] + Dexterity modifier damage. 
   Miss: Half damage. 
    Effect: While the target is your quarry, your 
  next attack that hits before the end of the 
  encounter is a critical hit. 
   
  
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