Arcane Marksman (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Doesn't know if it's called an Arcane Marksman or an Arcane Ranger; missing "in the game" section; don't we already have a perfectly nice Arcane Archer prestige class?


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Arcane Marksman[edit]

An archer who uses magic to infuse his arrows with certain magic capabilities

Making a Arcane Ranger[edit]

Abilities: A Arcane Ranger needs cha and dex.

Races: Any

Alignment: Any

Starting Gold: 5d4×10 gp (125 gp)

Starting Age: Moderate; as fighter.

Table: The Arcane Ranger

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +2 +2 +0 - - - -
2nd +1 +3 +3 +0 Enhance arrows (magic) 3 0 - - -
3rd +1 +3 +3 +1 3 1 - - -
4th +2 +4 +4 +1 Imbue arrow 3 2 0 - -
5th +2 +4 +4 +1 3 3 1 - -
6th +3 +5 +5 +2 Enhance arrow (elemental) 3 3 2 - -
7th +3 +5 +5 +2 3 3 2 0 -
8th +4 +6 +6 +2 Seeker arrow 3 3 3 1 -
9th +4 +6 +6 +3 3 3 3 2 -
10th +5 +7 +7 +3 Enhance arrows (distance), 3 3 3 2 0
11th +5 +7 +7 +3 3 3 3 3 1
12th +6/+1 +8 +8 +4 Phase Arrow 3 3 3 3 2
13th +6/+1 +8 +8 +4 3 3 3 3 2
14th +7/+2 +9 +9 +4 Enhance Arrows (elemental burst) 4 3 3 3 3
15th +7/+2 +9 +9 +5 4 4 3 3 3
16th +8/+3 +10 +10 +5 Hail of Arrows 4 4 4 3 3
17th +8/+3 +10 +10 +5 4 4 4 4 3
18th +9/+4 +11 +11 +6 Enhance arrows (aligned) 4 4 4 4 4
19th +9/+4 +11 +11 +6 4 4 4 4 4
20th +10/+5 +12 +12 +6 Death Arrow, 4 4 4 4 4

Class Skills 4 + Int modifier per level, ×4 at 1st level)
class skills: Hide (Dex), Move Silently (Dex), Listen (Wis), Spot (Wis), Jump (Str), Craft (Int), Knowledge (Int), Use Rope (Dex), Bluff (Cha), Heal (Wis), Ride (Dex), Climb (Str), Swim (Str), Survival (Wis), Spellcraft (Int), Concentration (Con), Use Magic Device (Cha), Decipher Script (Int), Profession (Wis), Sense Motive (Wis), Diplomacy (Cha).

Class Features[edit]

Arcane Ranger

Weapon and Armor Proficiency: The Arcane Ranger is proficient with all simple and martial weapons, light armors, and the Distarns.

Spells: The arcane ranger has the ability to cast some arcane spells The stat that determines the DC for spells is charisma and that is what you use for bonus spells and till you can cast up to in spell level. all spells are from players hand book. The set up of the spells of sorcerer and it can renew his or her spells and need to meditate for about 1hr to get ether new spells or renew the spells he or she had.

0 level spells: light, ghost sound, mending, arcane mark, dancing lights, ray of frost, acid splash, disrupt undead, mage hand, touch of fatigue

1st level spells: chill touch, identify, mage armor, true strike, disguise self, silent image, unseen servant, burning hands, ray of enfeeblement, feather fall, shocking grasp, detect secret doors

2nd level spells: invisibility, false life, ghoul touch, acid arrow, see invisibility, mirror image, flaming sphere, scorching ray, continual flame, touch of idiocy, spider climb, detect thoughts

3rd level spells: fireball, lightning bolt, flame arrow, wind wall, protection from energy, tongues, arcane sight, explosive runes, slow, fly, vampiric touch, suggestion

4th level spells: remove curse, stoneskin, shout, animate dead, bestow curse, greater invisibility, dimension door, ice storm, shadow conjuration, fire shield, wall of fire, wall of ice

Table: Arcane Ranger Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
1st - - - - -
2nd 5 2 - - -
3rd 6 3 - - -
4th 6 3 2 - -
5th 6 4 3 - -
6th 6 4 3 - -
7th 6 4 4 2 -
8th 6 4 4 3 -
9th 6 4 4 3 -
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4
14th 6 4 4 4 4
15th 6 4 4 4 4
16th 6 5 4 4 4
17th 6 5 5 4 4
18th 6 5 5 5 4
19th 6 5 5 5 5
20th 6 5 5 5

Track: At 1st level, an arcane ranger gets the track feat.


Spells: Starting at 2nd level, the arcane ranger gains the ability to cast arcane spells.


Uncanny Dodge (Ex) Starting at 6th level, an arcane ranger can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If an arcane ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.


Evasion (Ex): At 9th level and higher, an arcane ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Improved Uncanny Dodge (Ex): An arcane ranger of 8th level or higher can no longer be flanked.

This defense denies another person the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class with sneak attack than the target's arcane ranger levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Hide In Plain Sight (Su) At 14th level, an arcane ranger can use the Hide skill even while being observed. As long as he is within 10 feet of some form of growth of at least small size (be it a tree, small animal, or brambles), he can hide himself from view without actually having anything to hide behind.

He cannot, however, hide with his own body.

Campaign Information[edit]

Playing an Arcane Ranger[edit]

Religion: Arcane Rangers are split over their religion--The conflict between the Arcane and Divine manifests in the worship of deities. Arcane Spellcasters find themselves drawn to nature deities (Obad-Hai, Ehlonna, and the like) but feel a similar pull from the strong beings of magic (Boccob, Wee Jas, etc.). This conflict eventually levels out as Arcane Rangers pick their preferred walk of life. Some Arcane Rangers, not able to choose a side, go with neither.

Other Classes: Arcane Rangers are friends with nearly all classes. Their interpersonal skills make them pretty easy to get along with, and their general outset gives them common ground with both arcane spellcasters, fighter-types, and anyone who finds beauty in nature. The only ones they have real trouble associating with are those who devote themselves to Religion, since the general idea is rather distasteful to Arcane Rangers themselves (see "Religion").

Combat: The Arcane Ranger usually stands at a distance firing arrows and loosing spells occasionally. They're build similarly to a Wizard or sorcerer.

Advancement: THOUGHT SHALT NOT GIVE UP CASTER LEVELS!!! There is no progression outside of Arcane Archer that provides for spell build-off as well as the class progression. Arcane Archers will have to stay as Arcane Archers.

Arcane Archers in the World[edit]

Sometimes, you need to burn the grass to save the trees.
—Gaon Priw, Elven Arcane Ranger

Arcane Rangers are mediators between the worlds of nature, knowledge, and force. They act as excellent speakers and strategists, for their ability to understand 3 large demographic groups of heroes makes them both easy to relate to and useful in combat.

Daily Life: We're talking about a guy who could be doing anything from spellcastering and studying to leading an army to acting the diplomat for a Guild... it's up to you.

Notables: Gaon Priw is the only one of great enough prestige to be renown through at least a country. He founded a military institute, a library and temple to Boccob, and led an Elven army to close a portal to the Abyss before Elven lands were swarmed by Devils.

Organizations: Arcane Rangers are too rare to gather into anything more than a small band. Even that is uncommon.

NPC Reactions: NPCs find Arcane Rangers weird, but they're nice enough people. Once you get over the fact that the same guy who respects nature is the one shooting fireball and emitting an aura of pain-causing magic.

Arcane Archer Lore[edit]

Characters with ranks in Knowledge: Arcane or Knowledge: Nature can research Arcane Rangers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature, Arcane) \ Bardic Knowledge
DC Result
12 Rangers that have come by Arcane magic, rather than its Divine variety. They cast spells like a Bard, but don't play music like a Bard would.
17 Arcane Rangers serve as mediators, generals, and all manner of other things. But they're hardly found alone.
22 (Give the name and description of an Arcane Ranger notable)

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.


Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors