The Arcane Archer class (Essentials Warlock)

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(COMPLETE! Probably need to rebalance some of the epic powers. Please critique! I used Hexlade as a structural guide, but aimed for damage output somewhere between warlock and ranger.)

















Arcane Archer
My arcane arrows shall bring you the burning fury of fire, the merciless grip of ice, the cruel power of my eldritch pact. Surrender now, or become a sacrifice for my master.






















CLASS TRAITS
Role: Striker
Class: Warlock
Power Source: Arcane
Key Abilities:  Charisma; Dexterity or Intelligence


Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies:  Simple melee, simple ranged, military ranged.
Implements: Rods, Wands, Bows
Bonus to Defense: +1 Will, +1 Reflex


Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier


Trained Skills: Arcana. From the class skills below, choose 4 more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)


Level 1 Class Features: Adapted Warlock Spells, Cursed Arrow, Eldritch Arrow, Eldritch Pact, Pact Weapon, Prime Shot, Shadow Walk, Warlock Daily Powers
Level 2+ Class Features: Imbue Arrows, Improved Etched Spell, Improved Pact Weapon, Pact Lore, Warlock Utility Powers



 Arcane archers are warlocks who learn to meld their arcane talents and archery skills into a single, elegant art. A bow is more than just a weapon in the hands of an arcane archer, it is an instrument of arcane prowess.
Arcane archers are honored among fey societies, especially in the courts of eladrin and wood sprites, who are said to have older traditions of arcane archery than any other race. Among other races, however, arcane archers are often distrusted, as they are known to commune with powerful and dangerous entities to gain insight into their craft. Tales of villainous arcane archers, driven mad by their pacts, sniping innocents in the night or hunting people like animals make for popular stories told to frighten children from wandering into the forests on their own.
Regardless of how ethical they are, arcane archers combine the best aspects of a controller and a striker, with devastating attacks that also impart various devious effects or blast many enemies at once.


ARCANE ARCHER CLASS FEATURES


 Level 1:

Show

ADAPTED WARLOCK SPELLS 
Arcane archers use some of the same spells as warlocks, but can channel those energies in different ways. You have the option to use your charisma modifier in place of your constitution modifier, and your dexterity modifier in place of your intelligence modifier, when using a warlock power. This also applies if a feat or other game element would allow you to use your constitution modifier or intelligence modifier to enhance a warlock power or feature. 
 

CURSED ARROW
Once per turn you can use the Cursed Arrow power.
 
 






















Cursed Arrow
Warlock's Cursed Arrow Power
This enemy is unerringly struck by your ghostly arrow, bestowing upon him your terrible curse.
At-Will 
Minor Action
Effect: You curse the enemy nearest to you that you can see. This enemy is now referred to as having been struck by your Cursed Arrow. A cursed enemy is more vulnerable to your attacks and the attacks of other arcane archers. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.
A Cursed Arrow remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
You can use the Cursed Arrows on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t use a Cursed Arrow on a creature that is already affected by your or another character’s Cursed Arrow.
As you advance in level, your extra damage increases. At levels 1-10, it does damage equal to 1+ your Pact modifier (which is you Dexterity modifier if you have the Fey, Dark, or Gloom pacts, or your Intelligence modifier if you have the Infernal, Star, or Vestige pacts). At levels 11-20, it does 1d6 + Pact modifier damage. At levels 21-30, it does 2d6 + Pact modifier damage.
  
Special: The Cursed Arrow is similiar enough to a warlock's curse that it receives the same benefits from certain magic items and training. If a feat, power, magic item property, paragon path feature or epic destiny feature affects a warlock's curse or keys off of a warlock's curse, this power is treated as a warlock's curse for those purposes. 



 ELDRITCH ARROW
 You gain the Eldritch Arrow power.

































Eldritch Arrow
Warlock Attack
With a gesture, you create an arrow of shimmering force and fire it from your pact bow.
At-Will    Arcane, Force, Implement, Weapon  
Standard Action      Ranged Weapon
Requirement: You must use this power with your pact weapon.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier force damage, and you push the target 1 square.   
Level 21: 2[W] + Charisma modifier force damage.
Special: You can use this power as a ranged basic attack. 



ELDRITCH PACT
You have forged a pact with mysterious entities that grant you your arcane powers. Choose one pact. The pact you choose determines the following arcane archer abilities:
Pact Weapon: You are able to manifest a pact bow based on your choice of eldritch pact. (See the Pact Weapon feature.)
At-Will Spell: You gain an at-will spell associated with your pact and pact weapon.
Encounter Spell: You gain an encounter spell associated with your pact and pact weapon.
Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to benefit from the demise of your hexed enemies.
The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.

Fey Pact (Arcane Archer)
You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faerie realm like wild gods. They bestow magic that ranges from feral and savage to wondrous and enchanting. Charisma is important to you, because your pact features and powers depend on it. Dexterity should be your second-highest score.
Bow of Eledhwen's Tears: You can manifest the Bow of Eledhwen's Tears. (See Pact Weapon feature.)
Delirium Shot: You know the Delirium Shot spell.
Cursebloom Arrow: You know the Cursebloom Arrow spell.
Fey Jaunt: You gain the Fey Jaunt power.

































Cursebloom Arrow
Warlock Attack
As you fire your arrow, tendrils of transparent glowing energy bloom from it, emitting what sounds like the devious laughter of a thousand tiny voices.
At-Will    Arcane, Implement, Psychic, Weapon  
Standard Action      Ranged Weapon
Requirement: You must use this power with your Bow of Eledhwen's Tears.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
 Each enemy adjacent to the target takes 1 psychic damage, and is then struck by your Cursed Arrow ability.
Level 11: Adjacent targets take psychic damage equal to your Dexterity modifier.
Level 21: 2[W] + Charisma modifier damage.
Special: You can use this power as a ranged basic attack.































Delirium Shot
Warlock Attack
Your shot instills a temporary madness in your foe, causing them to stagger about for a moment, vulnerable to you and your allies' attacks.
Encounter   Arcane, Implement, Psychic, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Bow of Eledhwen's Tears.
Target: One creature  
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage, and the target is slowed and grants combat advantage until the end of your next turn.

Level 13:  3[W] + Charisma modifier psychic damage
Level 23:  4[W] + Charisma modifier psychic damage

 






















Fey Jaunt
Warlock Utility
As your enemy falls, you become a creature of wind and dust.
At-Will    Arcane, Teleportation  
Free Action      Personal
Trigger: An enemy affected by your Cursed Arrow is reduced to 0 hit points or fewer
Effect: You can teleport a number of squares up to your Dexterity modifier as a free action.

 
Dark Pact (Arcane Archer)
You have forged a pact with the dark beings that lurk in the shadows of the drow civilization. Spells of darkness, poison, madness, and spite fill your mind. You might turn your powers to noble ends, but you always face the temptation to enhance your spells by hurting your friends—just a little. Charisma is important to you, because your pact features and powers depend on it. Dexterity should be your second-highest score.
Dark Nightmare Bow: You can manifest the Dark Nightmare Bow. (See Pact Weapon feature.)
Arrow of Spite: You know the Arrow of Spite spell.
Oblation Shot: You know the Oblation Shot spell.
Darkspiral Cloak: You gain the Darkspiral Cloak power. As your cursed enemies fall in battle, Dark energies wrap themselves about you like a sinister cloak. You can unleash its foul power on an enemy, blasting its mind and body.

































Arrow of Spite
Warlock Attack
The more vigor your enemy has, the more the dark magic of this arrow wishes to destroy it.
At-Will    Arcane, Implement, Necrotic, Psychic, Weapon  
Standard Action      Ranged Weapon
Requirement: You must use this power with your Dark Nightmare Bow.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier necrotic damage.
 If the target is not bloodied, this power does additional psychic damage equal to your dexterity modifier.
Level 21: 2[W] + Charisma modifier necrotic damage, and an additional 5+dexterity modifier psychic damage if the target is not bloodied.
Special: You can use this power as a ranged basic attack.































Oblation Shot
Warlock Attack
This arrow, infused with dark malice, becomes far more potent if you offer a small sacrifice.
Encounter   Arcane, Implement, Necrotic, Psychic, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Dark Nightmare Bow.
Target: One creature  
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage, and the target is weakened. You can choose to deal 5 damage to an ally within 10 squares of you to deal an extra 1[W] + Dexterity modifier damage with this power.
Level 13: 2[W] + Charisma modifier psychic damage
Level 23:  3[W] + Charisma modifier psychic damage

























Darkspiral Cloak Warlock Utility
As your enemy falls, you become a creature of wind and dust.
At-Will    Arcane, Necrotic, Psychic  
Free Action
Trigger: An enemy affected by your Cursed Arrow is reduced to 0 hit points or fewer
Effect: You have resistance to all damage (equal to your Dexterity modifier) until the end of your next turn. If an enemy does enough damage to overcome your resistance, that enemy automatically takes necrotic and psychic damage equal to 5 + one-half your level.

 
Gloom Pact (Arcane Archer)

You have made a bargain with the darkness, drawing on the power of the unseen masters of the Shadowfell and making that power your own. When you forged this pact, you sacrificed a portion of your own soul to whet your patron's appetite. From that point forward, each enemy that falls before you is drawn into the embrace of the dark power you serve. The gloom pact grants you access to shadow power, which you weave into your arcane spells. Charisma is important to you, because your pact features and powers depend on it. Dexterity should be your second-highest score.
Bow of Blackest Shadow: You can manifest the Bow of Blackest Shadow. (See Pact Weapon feature.)
Arrow of Dark Agony: You know the Arrow of Dark Agony spell.
Spirit Render: You know the Spirit Render spell.
Gathering of Shadows: You gain the Gathering of Shadows power.

































Arrow of Dark Agony
Warlock Attack
The necrotic energies infused into your arrow can cause an enemy to stagger about in agony.
At-Will    Arcane, Implement, Necrotic, Weapon  
Standard Action      Ranged Weapon
Requirement: You must use this power with your Bow of Blackest Shadow.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier necrotic damage, and you may slide the target 1 square. The enemy is slowed until the end of your next turn.
Level 21: 2[W] + Charisma modifier necrotic damage.
Special: You can use this power as a ranged basic attack. 


































Spirit Render
Warlock Attack
The black arrow, "Spirit Render," can tear an opponent's soul and shadow apart.
Encounter   Arcane, Implement, Necrotic, Psychic, Shadow, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Bow of Blackest Shadow.
Target: One creature  
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier necrotic and psychic damage, and the target is dazed until the end of your next turn.
Level 13: 2[W] + Charisma modifier necrotic and psychic damage.
Level 23: 3[W] + Charisma modifier necrotic and psychic damage.
Effect: You gain partial concealment until the end of your next turn.  


 






















Gathering of Shadows
Warlock Utility
Each time an enemy falls before you, you call on its departing shade to pull you partway to the realm of darkness.
At-Will    Arcane, Shadow  
Free Action      Personal
Trigger: An enemy affected by your Cursed Arrow is reduced to 0 hit points or fewer
Effect: You are insubstantial and phasing until the end of your next turn.

  
Infernal Pact (Arcane Archer)

Long ago a forgotten race of devils created a secret path to power and taught it to the tieflings of old to weaken their fealty to Asmodeus. In his wrath, Asmodeus destroyed the scheming devils and struck their very names from the memory of all beings—but you dare to study their perilous secrets anyway. Charisma is important to you, because your pact features and powers depend on it. Intelligence should be your second-highest score.
The Hellfire Bow: You can manifest the Hellfire Bow. (See Pact Weapon feature.)
Arrow Avernus: You know the Arrow of Avernus spell.
Blazing Arrow of the Void: You know the Blazing Arrow of the Void spell.
Banquet of Souls: You gain the Banquet of Souls power. You instantly gain vitality from a cursed enemy when that enemy falls.

































Arrow of Avernus
Warlock Attack
You let fly an arrow crackling with fiery arcane force. As it seeks your foe’s flesh, you release part of your life force to ensure that this hellish ammunition strikes true.
At-Will    Arcane, Fire, Force, Implement, Weapon  
Standard Action      Ranged Weapon
Requirement: You must use this power with your Hellfire Bow.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier fire and force damage.
Level 21: 2[W] + Charisma modifier fire and force damage.
 Miss: You can choose to take fire and force damage equal to your level to reroll the attack roll. You can choose to do this only once each time you use this attack.
Special: You can use this power as a ranged basic attack.


































Blazing Arrow of the Void
Warlock Attack
You infuse your arrow with hellish fire and pain. Infernal magic tugs at your enemy’s soul, making your attacks against the foe more damaging.
Encounter   Arcane, Fire, Implement, Necrotic, Weapon 
Standard Action      Ranged Weapon
Requirement: You must use this power with your Hellfire Bow.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier fire and necrotic damage.
    Level 13: 3[W] + Charisma modifier fire and necrotic damage.
    Level 23: 4[W] + Charisma modifier fire and necrotic damage.
Effect: You gain a power bonus to your next damage roll against the target before the end of your next turn. This bonus is equal to your Intelligence modifier.

























Banquet of Souls
Warlock Utility
Your eyes glow a fiery red as you restore your vitality by stealing soul energy from a vanquished foe—energy meant for devilish beings.
At-Will    Arcane
Free Action      Personal
Trigger: An enemy affected by your Cursed Arrow is reduced to 0 hit points or fewer
Effect: You gain temporary hit points equal to your Charisma modifier + half your level.


Star Pact (Arcane Archer)
You have mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky. Charisma is important to you, because your pact features and powers depend on it. Intelligence should be your second-highest score.
Bow of the Blue Star: You can manifest the Bow of the Blue Star. (See Pact Weapon feature.)
Starfall Shot: You know the Starfall Shot spell.
Coldest Void Arrow: You know the Coldest Void Arrow spell.
Inauspicious Fate: You gain the Inauspicious Fate power. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.

































Starfall Shot
Warlock Attack
You fire an arrow of brilliant, cold starlight, piercing your foe with excruciating light. If he dares approach, his fate seals itself and another brilliant arrows pierces him.
At-Will    Arcane, Implement, Radiant, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Bow of the Blue Star.
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d4 + Intelligence modifier radiant damage.
Level 21: 2[W] + Charisma modifier radiant damage; extra damage is 2d4 + Intelligence modifier
Special: You can use this power as a ranged basic attack.































Coldest Void Arrow
Warlock Attack
Your arrow of purest black ice drains the warmth from your enemy, whose vision is now clouded by images of the desolate depths of the night sky.
Encounter   Arcane, Cold, Fear, Implement, Psychic, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Bow of the Blue Star.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier cold and psychic damage, and the target grants combat advantage to you and your allies and takes a penalty to AC equal to your Intelligence modifier until the end of your next turn.
Level 13: 3[W] + Charisma modifier cold and psychic damage.
Level 23: 4[W] + Charisma modifier cold and psychic damage.

























Inauspicious Fate
Warlock Utility
Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.
At-Will    Arcane
Free Action      Personal
Trigger: An enemy affected by your Cursed Arrow is reduced to 0 hit points or fewer
Effect: You gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost.
    This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.



Vestige Pact (Arcane Archer)
You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. As a vestige pact warlock, you can choose from between two or more vestige pacts to fuel your arcane power. Charisma is important to you, because your pact features and powers depend on it. Intelligence should be your second-highest score.
Soul Whisper Bow: You can manifest the Soul Whisper Bow. (See Pact Weapon feature.)
Sight of the Vestige: You know the Sight of the Vestige spell. You gain an additional effect, referred to as a sight of the vestige augment, associated with your active vestige (see below) when you make a successful attack with this power.
Karmic Arrow: You know the Karmic Arrow spell.
Pact Boon: You have a pact boon associated with your active vestige.
When an enemy under your Warlock’s Curse drops to 0 hit points or fewer, you gain the benefit of your active vestige’s pact boon.

Using Vestiges
You always have one active vestige. As a beginning character, you have access to the two primary vestiges: King Elidyr and Eledhwen. You select one of these as your active vestige after a short rest or an extended rest.
Changing Your Vestige: You can gain temporary access to other vestiges by using certain daily attack powers. (For ease of identification, all these powers have names that begin with “Vestige.” ) When you use a power that gives you access to a daily power vestige, you can choose for that vestige to immediately become your active vestige. If you do so, it remains your active vestige until you gain access to a different vestige by using another daily attack power or until the end of the encounter. If you don’t immediately choose to change to that daily power vestige, your access to that vestige is lost until the next time you use that power.
After a short rest or an extended rest, you again select one of the two primary vestiges to be your active vestige. That vestige remains active until you change to a daily power vestige or until you take another short rest or extended rest.
The pact boons associated with the primary vestiges are given below. Other pact boons are described in the daily attack powers that give you access to new vestiges.
King Elidyr Pact Boon: One ally adjacent to you gains a +2 bonus to all defenses until the end of your next turn.
Eledhwen Pact Boon: The bonus to attack rolls from your Prime Shot increases to +3 until the end of your next turn.







































Sight of the Vestige
Warlock Attack
When your arrow strikes, your enemy’s eyes will glow with an eldritch light as the overwhelming presence of the vestige is channeled through your arrow and into their minds. Your vestige will then spread cursed power to other enemies nearby.
At-Will    Arcane, Implement, Psychic, Weapon; Varies
Standard Action      Ranged Weapon
Requirement: You must use this power with your Soul Whisper Bow.
Target: One creature
Attack: Charisma vs. Will
Hit: Choose the target, or a creature within 3 squares of the target and within the target’s line of sight. That creature is struck by your Cursed Arrow; if the creature is already cursed by you, you can deal your Cursed Arrow's extra damage to that creature instead of to the target.
The target takes 1[W] psychic damage.
Level 21: 1[W] + charisma modifier psychic damage.
Augment (King Elidyr): One ally who hits the target before the end of your next turn can roll a saving throw.
Augment (Eledhwen): You gain your Prime Shot bonus against the target until the end of your next turn.
Augment (other vestige): See the “Eyes of the Vestige Augment” or "Sight of the Vestige Augment" entry for the daily power that grants access to the vestige. This power is treated as Eyes of the Vestige in regard to benefitting from Vestige daily powers.
Special: You can use this power as a ranged basic attack.


































Karmic Arrow
Warlock Attack
Like a harpoon, your enchanted arrow trails ethereal black ropes that bind you to your enemy. As the ropes twist, your luck improves and your enemy’s falters.
Encounter   Arcane, Psychic, Implement Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Soul Whisper Bow.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage. You end one effect on you that a save can end, and the target gains that effect until the end of your next turn.
Level 13: 3[W] + Charisma modifier psychic damage.
Level 23: 4[W] + Charisma modifier psychic damage.
Effect: You gain a power bonus to your next damage roll against the target before the end of your next turn. This bonus is equal to your Intelligence modifier.



PACT WEAPON
You have the ability to transform implements, such as rods, wands, or bows, into a unique pact weapon; your special magic transfigures it into an elegant, curving instrument of potent magic. Though weapons formed from the same pact may look similar, the connection to the manifester's soul means that each pact bow is a unique reflection of its wielder.
While you hold your implement in one hand, you can use a minor action to manifest your pact weapon in the same hand, transforming the held implement. The pact weapon you create depends on your pact, and you cannot manifest more than one weapon at a time. Your pact weapon persists until you no longer carry it on your person, or until you dismiss it as a free action. Any items attached to a pact weapon (such as dragonshards) detach and are dropped upon dismissing the weapon.
    You can make weapon attacks with your pact weapon, using its proficiency bonus and the appropriate damage die. Your pact weapon shares your implement’s enhancement bonus, critical hit effect, properties, and powers. The weapon cannot be enchanted.
    When you use a power that has both the weapon and the implement keyword, you simultaneously benefit from all feats and other game elements that would effect a longbow, shortbow, and/or the type of implement you transformed into the pact weapon. If the item you transformed into the bow has a power or property that references its original form, you replace the name of the original form with "bow". (For example, if a rod had a property that said "if you use this rod to attack an orc," it would now say "if you use this bow to attack an orc.")

































Fey Pact Weapon
Bow of Eledhwen's Tears

Military two-handed ranged weapon    
Group: Bow
Damage: 1d10
Proficient: +3
Range: 25/50
Weight: 2 lb.
Properties: Load free, Small


_________________________________
Dark Pact Weapon
Dark Nightmare Bow

Military two-handed ranged weapon    
Group: Bow
Damage: 1d10
Proficient: +2
Range: 20/40
Weight: 2 lb.
Properties: High-crit, Load free, Small
Infernal Pact Weapon
The Hellfire Bow

Military two-handed ranged weapon    
Group: Bow
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 2 lb.
Properties: Load free, Small
Gloom Pact Weapon
Bow of Blackest Shadow

Military two-handed ranged weapon    
Group: Bow
Damage: 1d10
Proficient: +2
Range: 20/40
Weight: 2 lb.
Properties: Brutal 2, Load free, Small
Star Pact Weapon
Bow of the Blue Star

Military two-handed ranged weapon    
Group: Bow
Damage: 1d8
Proficient: +3
Range: 30/60
Weight: 2 lb.
Properties: High-crit, Load free, Small
Vestige Pact Weapon
Soul Whisper Bow

Military two-handed ranged weapon    
Group: Bow
Damage: 2d6
Proficient: +2
Range: 15/30
Weight: 2 lb.
Properties: Load free, Small


PRIME SHOT

If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

SHADOW WALK
During your turn, if you move 3 or more squares away from where you started your turn, you gain partial concealment until the end of your next turn.

ARCANE ARCHER DAILY POWER
You gain the following power. Alternatively, you can choose to gain a level 1 warlock daily attack power of your choice.







































Ellyllon's Arrow Warlock Attack 1
Ellyllon the True was one of the first and greatest arcane archers, and the only mortal known to have mastered all six pacts. You invoke an echo  of his arrow, a thing of mighty arcane power wreathed in a vortex of different energies.
Daily   Arcane, Implement, Reliable, Weapon; Varies
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. This damage has two of the following damage types: cold, fire, necrotic, psychic, radiant (your choice).
   Fey Pact: You slide the target up to 5 squares, and it grants combat advantage (save ends).
   Dark Pact: You can choose to deal 5 damage to two allies within 10 squares of you. If you do   
   so, the target takes ongoing poison damage equal to your Charisma modifier + your Dexterity
   Modifier (save ends).
   Gloom Pact: The target is dazed and weakened (save ends).
   Infernal Pact: The target takes ongoing 5 fire damage (save ends).
   Star Pact: The target is blinded (save ends). If the target succeeds on the save, it takes
   radiant damage equal to 2d6 + your Intelligence Modifier.
   Vestige Pact: You gain access to the vestige of Ellyllon.
     Ellyllon Pact Boon: Until the end of your next turn, you ignore the penalties imposed by  
     cover and concealment, and the penalty to attack rolls imposed by superior cover and total
     concealment is only -2.
     Sight of the Vestige Augment: You gain +1 bonus to attack and a +2 bonus to damage
     rolls for the Sight of the Vestige attack power, and you take no penalty to attack rolls for
     attacking at long range.



Level 2-4:
Show
Level 2:
ARCANE ARCHER UTILITY POWER
You gain a level 2 warlock utility power of your choice.





















Feywild Call
Warlock Utility 2
You call to the powers of the feywild, weakening the barrier between planes. Thick, vibrant vegation appears in a spot you designate, and your foes stumble as they try to slip through them.
Daily   Arcane, Zone
Minor Action     Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. The ground in the zone is difficult terrain for your enemies. When any enemy charges, its movement cannot include any square of the ground in the zone.






















Call to the Shadowfell
Warlock Utility 2
The shadows in the area thicken unnaturally, blocking sight and muffling sound. Though the darkness confounds other creatures, you can see through it with ease.
Daily   Arcane, Zone
Minor Action     Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.



Level 3:
IMBUE ARROWS
You gain the Etched Spell feature and Imbued Arrow attack power.

Etched Spell
Choose a level 1 warlock ranged or area encounter attack power. You do not know this power, but you can imbue it into an arrow to use with your Imbued Arrow attack power. This power is referred to as your Etched Spell. You can retrain your Etched Spell each time you gain a level.
























Imbued Arrow
Warlock Attack
You etch an arcane spell into your arrow before firing it into the enemy.
Encounter   Arcane, Implement, Weapon
Standard Action
Requirement: You must use this power with your Pact Weapon.
Effect: You use your etched spell on the target or targets. The power gains the weapon keyword, and its range is replaced with the range of your pact weapon. If you hit, you deal +1d6 damage.
Level 11: +1[W] damage instead of +1d6
Level 21: +2[W] damage instead of +1d6



Level 4:
PACT LORE
You gain a Pact Lore feature associated with your pact.

Fey Pact Lore

You gain a +1 bonus to reflex, and can add up to 2 squares to the distance of any teleport you make.

Dark Pact Lore

Once per round, when you roll a saving throw and dislike the result, you can choose to add +2 to that roll as a free action. If you do so, your nearest ally takes damage equal to one-half your level. (If more than one ally is the same distance from you, choose which one takes the damage.)
This lore does not function when there are no allies within 10 squares.

Gloom Pact Lore

You only need to move 2 squares to activate your shadowwalk ability, and at the end of that movement you can make a stealth check as a free action as if you had total concealment.

Infernal Pact Lore

Your number of healing surges increases by 1, you gain a +1 bonus to fortitude, and resist 5 fire. If you already have fire resistance of 5 or higher, that resistance instead increases by 5.

Star Pact Lore

Any time you roll a saving throw and dislike the result, you can choose 20 as your result instead. If you do so, you are counted as having failed one additional death save in this encounter.
This lore does not function if you already have two failed deaths saves for the encounter.

Vestige Pact Lore

You gain a +2 bonus to Will, and you can't be surprised.



Max length reached, see post #2.

Level 5-10:
Show

Level 5:
ARCANE ARCHER DAILY POWER
You gain one of the following powers. Alternatively, you can choose to gain a level 5 or lower warlock daily attack power of your choice.

































Blackfire Detonation
Warlock Attack 5
You imbue an arrow with unnatural black flames. When this arrow impacts, the black flames explode in a devastating eruption.
Daily   Arcane, Fire, Implement, Necrotic, Shadow, Weapon
Standard Action      Burst 1 within weapon range.
Requirement: You must use this power with an arcane archer's Pact Weapon.
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier fire and necrotic damage.
Miss: Half damage.
Effect: This power has an effect if you have the dark pact, gloom pact, or infernal pact.
   Dark Pact: You can choose to deal 10 damage to two allies within 10 squares of you. If you do
   so, the targets take ongoing fire and necrotic damage equal to your Charisma modifier + your
   Dexterity Modifier (save ends).
   Gloom Pact: The targets take ongoing 5 necrotic damage (save ends).
   Infernal Pact: The target takes ongoing 5 fire damage (save ends).


































Eldritch Starfall
Warlock Attack 5
You fire a single enchanted arrow skyward. The sky momentarily turns dark as midnight and rains down purple comets of eldritch power upon your foes.
Daily   Arcane, Implement, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Targets: One, two, or three creatures no more than 5 squares apart from each other.
Attack: Charisma vs. Reflex, one attack per target
Hit: 2[W] + Charisma modifier damage.
   Fey Pact: Gain a bonus to each attack’s damage roll equal to your Dexterity modifier.
   Star Pact:  Gain a bonus to each attack’s damage roll equal to your Intelligence modifier.
Miss: Half damage.











































Vestige of Simohayha
Warlock Attack 5
The sniper Simohayha was perhaps the greatest archer and sniper in the history of humankind, who sley a thousand invanders in a single day to protect his home kingdom. You channel his deadly skill and cunning into your magic bow.
Daily   Arcane, Implement, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Targets: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and the target grants combat advantage to you and your allies (save ends).   
Miss: Half damage, and the target grants combat advantage to you and your allies until the end of your next turn
Vestige Pact: You gain access to the Vestige of Simohayha
   Simohayha Pact Boon: You gain total concealment until the end of your next turn.
   Sight of the Vestige Augment: If the target is granting combat advantage to you, the power
   deals an additional 2d6 damage.



Level 6:
ARCANE ARCHER UTILITY POWER
You gain a new warlock utility power of your level or lower.





















Bloodthirsy Curse
Warlock Utility 6
As the power of your pact boon floods into you, you find yourself filled with bloodlust.
Encounter   Arcane
Free Action    Personal
Trigger: Your pact boon is triggered
Effect: Choose one enemy within 10 squares of you. That enemy is struck by your Cursed Arrow  class feature, and you gain combat advantage against it until the end of  your next turn






















Wierdwarp Enchantment
Warlock Utility 6
You enchant your weapon with the power of the feywild, shunting the next enemy you strike through a dimensional rift.
Encounter   Arcane, Teleportation
Minor Action    Personal
Effect: Until the end of your next turn, when you hit a creature with a basic attack using your pact weapon, you teleport the target 3 squares.

 




















Step into Shadow
Warlock Utility 6
Your own shadow wraps around you, wisks you across the battlefield in  the blink of an eye, and then clings to you as a protective shroud.
Daily   Arcane, Teleportation
Move Action     Personal
Effect: You teleport up to 5 squares, then gain a +5 power bonus to all defenses until the end of your next turn.



Level 7:
IMPROVED PACT WEAPON
You gain one more use per encounter of the pact weapon encounter attack  power that you gained at 1st level, but you can still use it only once  per turn.

IMPROVED ETCHED SPELL
Choose a level 3 (or lower) warlock ranged or area encounter attack power. This power replaces your original Etched Spell that can be used with your Imbued Arrow attack power.

Level 9:
ARCANE ARCHER DAILY POWER
You gain one of the following powers. Alternatively, you can choose to  gain a level 9 or lower warlock daily attack power of your choice.






























Master's Cursed Arrow
Warlock Attack 9
You conjure an arrow that resembles your other cursed arrows, but pulsates with a powerful and malicious hex.
Daily   Arcane, Implement, Reliable, Weapon
Standard Action      Ranged weapon
Requirement: You must use this power with your Pact Weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma   modifier damage, and the target is struck by your Cursed Arrow class  feature if it is not already. Until the end of the encounter, your  Cursed Arrow class feature deals 2d6 additional curse damage against the  target.






















Master's Imbued Arrow
Warlock Attack 9
You etch a spell into your arrow, which glows brightly with the potent infused energies of powerful arcana.
Daily   Arcane, Implement, Reliable, Weapon
Standard Action
Requirement: You must use this power with an arcane archer's Pact Weapon.
Effect: You use your  Imbued Arrow attack on the target or targets. The power is not expended, and this does not count against any limit on the usage of Etched Spell. If you hit, you deal +1[W] damage, in addition to Imbued Arrow's extra damage.
You can also increase the duration of any effect the power applies to an enemy to “(save ends).”



Level 10:
ARCANE ARCHER UTILITY POWER
You gain a new warlock utility power of your level or lower.





















Evasive Jaunt
Warlock Utility 10
You keep your distance from an approaching adversary, teleporting out of his reach.
Encounter   Arcane, Teleportation
Immediate Interrupt     Personal
Trigger: An enemy moves adjacent to you
Effect: You teleport a  number of squares equal to your Charisma modifier. You can’t end your  teleport adjacent to the triggering  enemy.






















Fatebender Enchantment
Warlock Utility 16
You imbue your pact weapon with a dose of luck and arcane energy.
Daily   Arcane
Minor Action      Melee touch
Target: Your pact weapon.
Effect: Until the end of the encounter, any attack that uses the target gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Intelligence or Dexterity modifier. As a minor action, you can end the effect in order to remove an effect on yourself that a save can end.






















Revitalizing Curse
Warlock Utility 10
Your cursed enemy falls, and the exhiliration of your pact boon revitalizes you.
Daily   Arcane
Free Action     Personal
Trigger: Your pact boon is triggered.
Effect: You regain hit points equal to your healing surge value + your Charisma modifier


PARAGON ARCANE ARCHER

You have melded archery and arcane might into a single sublime art. Every shot from your bowstring resonates with a palpable aura of crackling eldritch energy, and the thundering blasts of your imbued arrows destroying your enemies sows shock and awe on the battlefield. Your signature pact bow becomes a legendary icon of destruction or heroism, spoken of in whispers or in tavern stories, as your adventures continue, more dangerous than ever before.


PARAGON CLASS POWERS AND FEATURES


Powers and Features:
Show
Level 11:
 PARAGON PATH FEATURES
 You gain features (and typically an encounter attack power) associated with your paragon path. (Recommended: Eldritch Fletcher.)

Level 12:
 PARAGON PATH FEATURE
You gain a feature (typicaly a utility power) associated with your paragon path. (Recommended: Eldritch Fletcher.)

Level 13:
IMPROVED ETCHED SPELL
Choose a level 7 (or lower) warlock ranged or area encounter attack power. This power replaces your original Etched Spell that can be used with your Imbued Arrow attack power.

Level 15:

ARCANE ARCHER DAILY POWER
You gain one of the following powers. Alternatively, you can choose  to  gain a level 15 or lower warlock daily attack power of your  choice. This new power replaces the daily attack power you gained at 1st level.
















































Discriminative Force Arrow
  Warlock Attack 15
You fire a glowing blue arrow into your enemy, which releases two consecutive shock waves of energy. The first blankets nearby allies in a glimmering ward, the second is a wave of explosive power the wreaks havoc on the battlefield.
Daily   Arcane, Force, Implement, Weapon
Standard Action      Ranged weapon
Requirement: You must use this power with your Pact Weapon.
Primary Target: One Creature
Primary Attack: Charisma vs. AC
Hit: 3[W] + 1d6 + Charisma modifier damage.
Miss: Half damage.
Effect: Each ally within 2 squares of the target gains resist 10 force. Make a secondary attack that is a close burst 2.
   Secondary Target: Each creature in the burst
   Secondary Attack: Charisma vs. Reflex
   Hit: 1[W] + Cha modifier force damage
   Miss: Half damage








































Ellyllon's Greater Arrow Warlock Attack 15
Ellyllon the True was one of the first and greatest arcane archers, and the only mortal known to have mastered all six pacts. You invoke a powerful replica  of his arrow, a thing of mighty arcane power wreathed in a vortex of different energies.
Daily   Arcane, Implement, Reliable, Weapon; Varies
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. This damage has two of the following damage types: cold, fire, necrotic, psychic, radiant (your choice).
   Fey Pact: You slide the target up to 10 squares, and it is blinded and dazed (save ends).
   Dark Pact: You can choose to deal 10 damage to two allies within 10 squares of you. If you
   do so, the target takes ongoing poison damage equal to 5 + your Charisma modifier + your 
   Dexterity Modifier (save ends).
   Gloom Pact: The target is dazed, weakened, and has a -2 penalty to saving throws (save ends).
   Infernal Pact: The target takes ongoing 10 fire and necrotic damage (save ends).
   Star Pact: The target is stunned (save ends). If the target succeeds on the save, it takes
   radiant damage equal to 2d6 + your Intelligence Modifier.
   Vestige Pact: You gain access to the vestige of Greater Ellyllon.
     Greater Ellyllon Pact Boon: Until the end of your next turn, you gain the benefits of prime
     shot on any enemy within 10 squares of you, you ignore the penalties imposed by cover and
     concealment, and the penalty to attack rolls imposed by superior cover and total
     concealment is only -2.
     Sight of the Vestige Augment: You gain a +1 bonus to attack rolls and a +3 bonus to 
     damage rolls for the Sight of the Vestige attack power, and you take no penalty to attack rolls
     for attacking at long range.



Level 16:
PARAGON PATH FEATURE
You gain a feature associated with your paragon path. (Recommended: Eldritch Fletcher.)

ARCANE ARCHER UTILITY POWER
You gain a new warlock utility power of your level or lower.





















Bloodseeking Enchantment
Warlock Utility 16
Your arrow hungers for the blood of your enemy, and will not fail to get it.
Daily   Arcane
Free Action    Personal
Trigger: You make an arcane ranged weapon attack roll and dislike the result.
Effect: Reroll the attack roll, with a power bonus equal to either your Intelligence modifier or your Dexterity modifier.






















Shadowdance Ward
Warlock Utility 16
You conjure a shadowy ward that prevents enemies from attacking you while you cast a spell or fire your bow.
Encounter   Arcane
Minor Action    Personal
Effect: Until the end of your next turn, you do not provoke opportunity attacks when you make ranged or area attacks.






















Vorpal Ammunition
Warlock Utility 16
You enchant your bow with a deadly spell. When arrows are fired from it, each one of the arrowheads will now project a magical edge sharp enough to behead enemies.
Daily   Arcane
Minor Action      Melee touch
Target: Your pact weapon.
Effect: Until the end of the encounter, ranged weapon attacks with the target score critical hits on rolls of 18 or higher.



Level 17:
IMPROVED ETCHED SPELL
Choose a level 13 (or lower) warlock ranged or area encounter attack power. This power replaces your original Etched Spell that can be used with your Imbued Arrow attack power.

Level 19:
ARCANE ARCHER DAILY POWER
You gain one of the following powers. Alternatively, you can choose  to  gain a level 19 or lower warlock daily attack power of your  choice. This new power replaces the daily attack power you gained at 5th level.






























Arrow of Endings
  Warlock Attack 19
Sensing the faltering life-force of a cursed foe, you enchant an arrow with viciously destructive magic that is meant to seal your enemy's fate and send its soul to your masters.
Daily   Arcane, Implement, Reliable, Weapon
Standard Action      Ranged weapon
Requirement: You must use this power with your Pact Weapon.
Primary Target: One bloodied Creature that has been struck by your Cursed Arrow.
Primary Attack: Charisma vs. Fortitude
Hit: 5[W] + Charisma modifier damage.











































Vestige of the Serpent King
Warlock Attack 19
You channel the vestige of the Serpent King, a cruel and powerful naga who lived millenia ago, to whom jungle cults still offer live sacrifices out of fear.
Daily   Arcane, Implement, Poison, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Effect:  Your powers ignore poison resistance and immunity until the end of the encounter.
Targets: One creature
Attack: Charisma vs. AC
Hit: The target loses any immunity or resistance to poison that it has (save ends), then takes 3[W] + Charisma modifier poison damage.
Miss: Half damage.
Vestige Pact: You gain access to the Vestige of the Serpent King
   Serpent King Pact Boon: You shift your speed as a free action and gain immunity to poison 
   until then end of your next turn.
   Sight of the Serpent King: Your Sight of the Vestige attack deals 1d6 + Intelligence modifier
   extra poison damage.


Level 20:
PARAGON PATH FEATURE
You gain a feature (typicaly a daily attack power) associated with your paragon path. (Recommended: Eldritch Fletcher.)



PARAGON PATH: ELDRITCH FLETCHER


Paragon Path:
Show








Prerequisite: Only an Arcane Archer can take this paragon path.

The infusion of magic into what would otherwise be mundane items is a long, proud tradition among arcanists. Artificers infuse spells into their artifices, while wizards store spells in tomes as well as wands. You have mastered eldritch fletchery, transforming humble arrows into conduits of potent arcane energy. Your arrows can erupt into fiery explosions on impact, multiply into multiple deadly projectiles in-flight, and even penetrate solid obstacles to reach enemies who think they are safely hidden from danger. These eldritch arrows, combined with your superb archery techniques, make you a very deadly force on the battlefield.


ELDRITCH FLETCHER PATH FEATURES

Eldritch Fletchery (11th level): You have mastered the Enchant Magic Item ritual, and can perform it without a ritual book. When using the ritual to create ammunition, you perform the ritual as if you were four levels higher. Furthermore, you may treat all uncommon magic ammunition as if it were common for the purposes of crafting and any other rarity-based limitations.

Familiar Fletching (11th level): When you make an attack with magic ammunition that you have created, you gain a +2 bonus to the attack roll.

Force Arrow (11th level): When you spend an action point to make an arcane ranged weapon attack, you ignore all penalties for cover and for superior cover. In addition, any enemy granting cover to your target takes 1[W] force damage.

Imbued Fletchery (11th level): Choose a level 7 or lower warlock ranged or area attack power. This power also becomes your Etched Spell, in addition to your original Etched Spell. You cannot use the same Etched Spell more than once in the same encounter.
You also gain one more use per encounter of the Imbued Arrow attack power, but you can still use it only once per turn.

Draw Arcana (12th level):
You gain the Draw Arcana utility power.

Arrow of Multiplication (16th level): If you score a critical hit with an arcane weapon attack made with your pact weapon, you can make a ranged basic attack against the target as a free action.

Cursed Barrage
(20th level): You gain the Cursed Barrage attack power.
























Draw Arcana
Eldritch Fletcher Utility 12
You draw your bow and hold, chanting. You infuse immense eldritch power into your weapon so that it glows and rumbles, eager to expend the excess energy.
Encounter   Arcane, Implement, Force, Weapon
Minor Action      Personal
Requirement: You must use this power with your Pact Weapon.
Effect: Until the end of your turn, your next arcane attack made with your pact weapon gains a power bonus to the attack and damage rolls equal to your Charisma modifier.  

   
































Cursed Barrage
Eldritch Fletcher Attack 20
You imbue a single arrow with a powerful curse and fire it into the sky. The single cursed arrow becomes ninety-nine, and they rain misfortune upon your foes.
Daily   Arcane, Implement, Weapon
Standard Action      Area burst 2 within weapon range
Requirement: You must use this power with your Pact Weapon.
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage.
Effect: Each enemy in the burst is struck by your Cursed Arrow class feature, and immediately takes damage equal to your Cursed Arrow feature's extra damage.


EPIC ARCANE ARCHER

You are truly a master of arcane archery. Even the greatest hunters and mages seem beneath you, as every arrow you kiss with eldritch power is a masterpiece of your art. You have become a living arcane weapon, and all should tremble before your might.

EPIC CLASS POWERS AND FEATURES


Powers and Features:
Show

Level 21:

EPIC DESTINY FEATURE
You gain a feature associated with your epic destiny.

Level 22:
ARCANE ARCHER UTILITY POWER
You gain a new warlock utility power of your level or lower.





















Prevailing Shot
Warlock Utility 22
You enchant your arrows so that no defense can stand up to them.
Encounter   Arcane
Minor Action    Personal
Effect: Until the end of your next turn, you ignore penalties to your attack rolls and damage rolls, and you ignore the weakened condition and your targets’ resistances.






















Soul Claim Warlock Utility 22
As your foe's soul passes to your eldritch masters, you drain a small portion of its essence for your own use.
Encounter   Arcane, Healing
Free Action    Personal
Trigger: Your pact boon is triggered.
Effect: You can spend a healing surge and regain 15 additional hit points. In addition, you gain an extra move action that you can use during either this turn or your next turn.


Level 23:
IMPROVED ETCHED SPELL
Choose a level 17 (or lower) warlock ranged or area encounter attack power. This power replaces your original Etched Spell that can be used with your Imbued Arrow attack power.

Level 24:

EPIC DESTINY FEATURE
You gain a feature associated with your epic destiny.

Level 25:
ARCANE ARCHER DAILY POWER
You gain one of the following powers. Alternatively, you can choose  to  gain a level 25 or lower warlock daily attack power of your  choice. This new power replaces the daily attack power you gained at 9th level.

































Arcane Archer's Resurgence
Warlock Attack 25
With the unearthly power bestowed by your patrons, you move with preternatural speed while drawing potent arcane energies into your bow.
Daily   Arcane, Force, Implement, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier force damage.
Effect: Before or after the attack, you can shift your speed. If you use this attack on an enemy affected by your Cursed Arrow feature, you can choose to deal 4[W] extra damage. Or, if you have expended all your uses of the Imbued Arrow attack power, you may instead use Imbued Arrow again with an Etched Spell you have used during this encounter.














































Eldritch Storm
Warlock Attack 25
You let lose a volley of arrows that arc interconnecting strokes of blue lightning into your enemies.
Daily   Arcane, Force, Implement, Lightning, Weapon
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Primary Target: One, two, or three creatures
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier lightning damage.
Miss: Half damage.
Effect: Make a secondary attack for each primary target. Each attack is an area burst 1 centered on a different primary target.
   Secondary Target: Each enemy in the burst
   Secondary Attack: Charisma vs. Reflex
   Hit: 1[W] + Charisma modifier lightning damage.






















Grandmaster's Imbued Arrow
Warlock Attack 25
You etch a spell into your arrow, which glows brightly with the potent infused energies of powerful arcana.
Daily   Arcane, Implement, Reliable, Weapon
Standard Action
Requirement: You must use this power with an arcane archer's Pact Weapon.
Effect: You use your  Imbued Arrow attack on the target or targets. The power is not expended, and this does not count against any limit on the usage of Etched Spell. If you hit, you deal +2[W] damage, in addition to Imbued Arrow's extra damage.
You can also increase the duration of any effect the power applies to an enemy to “(save ends).”














































Vestige of the Frost Queen
  Warlock Attack 25
You channel the power of the frost queen, once the ruler of a vast wintry realm in the Feywild, unleashing a white arrow that encases your enemy in entrapping ice.
Daily   Arcane, Cold, Implement, Weapon
Standard Action      Ranged weapon
Requirement: You must use this power with your Pact Weapon.
Primary Target: One Creature
Primary Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier cold damage, and the target is restrained until the end of your next turn.
Miss: Half damage.
Effect: The target takes ongoing 10 cold damage and is immobilized (saved ends)
Vestige Pact: You gain access to the vestige of the Frost Queen
Frost Queen Pact Boon: An armor of ice forms upon you. You gain a power bonus to AC equal to your intelligence modifier.
Sight of the Vestige Augment: The target is restrained until the end of your next turn.


Level 26:
EPIC DESTINY FEATURE
You gain a feature (typically a utility power) associated with your epic destiny.

Level 27:
IMPROVED ETCHED SPELL
Choose a level 23 (or lower) warlock ranged or area encounter attack power. This power replaces your original Etched Spell that can be used with your Imbued Arrow attack power.

Level 29:
ARCANE ARCHER DAILY POWER
You gain the following power. Alternatively, you can choose  to  gain a level 29 or lower warlock daily attack power of your  choice. This new power replaces the daily attack power you gained at 15th level.







































Ellyllon's Master Arrow Warlock Attack 29
Ellyllon the True was one of the first and greatest arcane archers, and the only mortal known to have mastered all six pacts. You call one of his original arrows to you, a thing of mighty arcane power wreathed in a vortex of different energies.
Daily   Arcane, Implement, Reliable, Weapon; Varies
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 5[W] + Charisma modifier damage. This damage has two of the following damage types: cold, fire, necrotic, psychic, radiant (your choice).
   Fey Pact: You slide the target up to 10 squares, and it is blinded, dazed, and has a -2 penalty
   to saving throws (save ends).
   Dark Pact: You can choose to deal 15 damage to two allies within 10 squares of you. If you
   do so, the target takes ongoing poison damage equal to 10 + your Charisma modifier + your 
   Dexterity Modifier (save ends).
   Gloom Pact: The target is dazed, weakened, and has a -4 penalty to saving throws (save
   ends).
   Infernal Pact: The target takes ongoing 15 fire and necrotic damage (save ends).
   Star Pact: The target is stunned (save ends). If the target succeeds on the save, it takes
   radiant damage equal to 5d6 + your Intelligence Modifier.
   Vestige Pact: You gain access to the vestige of Master Ellyllon.
     Master Ellyllon Pact Boon: Until the end of your next turn, you gain the benefits of prime
     shot on any enemy within 10 squares of you, and you ignore the penalties imposed by cover,
     complete cover, concealment, and total concealment.
     Sight of the Vestige Augment: You gain +2 bonus to attack rolls and a +4 bonus to damage
     rolls for the Sight of the Vestige attack power, and you take no penalty to attack rolls for
     attacking at long range.


Level 30:
EPIC DESTINY FEATURE
You gain a feature associated with your epic destiny.


EPIC DESTINY: ARROW OF INFINITY


Epic Destiny Features:
Show








Prerequisite: Arcane Archer

If arcane archery is an art, then every arrow you fire is a masterpiece. By making the arrow a conduit of your power, you have learned that you can store an immense amount of arcane energies that are as varied as they are potent without worry about the physical limitations of your mortal shell. You learn to make your ammunition defy laws of nature, physics, and even time itself, and when you are feeling generous, you may even share some of this power with your allies.
Your mastery of destructive magic has allowed you to imbue almost any kind of arcane spell into your arrows, and your archery skills are so keen that you can shoot the wings off a fly a hundred feet away... with your eyes closed. On the battlefield, you rain arrows of every glowing color down upon your enemies, unleashing blasts of fire, arcs of lightning, and blinding flashes of light every time your arrow finds its mark. Most people no longer seem to regard you as a mere mortal, but instead as force of destruction on par with a hurricane, or earthquake, or tsunami.

Immortality
Your power has grown to a point where you no longer regard the being whom you forged your eldritch pact with as a master, but as a peer. Many disciples seek you out, wishing to learn the tiniest bit of the art you have mastered. One day, when you have enough followers willing to pledge a bit of their arcane essence to you, you will be the one that lesser beings are making an eldritch pact with.


ARROW OF INFINITY FEATURES
All Arrows of Infinity have the following class features.

The Infinite Arrow (21st level): You gain a +1 to attack rolls and a +2 to damage rolls with any attack made with your pact weapon.
In addition, choose  any one ranged or area encounter attack power of your level of lower from any arcane class. This power also becomes your Etched Spell, in addition to your original Etched Spell. This does not grant you an additional use of the Imbued Arrow class feature, so you must choose carefully which Etched Spell to use when you use Imbued Arrow.
Whenever you gain a level, you have the option of choosing a different power as your Etched spell, as long as it meets the above requirements.

Infinite Action (24th level): When you spend an action point to take an extra action, you gain the following benefit: Once per turn until the end of your next turn, you may make a ranged basic attack as a minor action.

Infinite Volley (26th level): You gain the Infinite Volley utility power.

Ellyllon's Infinite Arrow (30th level): You gain the Ellyllon's Greater Arrow daily attack power (See Arcane Archer, level 15), except you can use it once per encounter.
























Infinite Volley
Infinite Arrow Utility 26
You unleash a powerful enchantment, imbuing your and your allies's ranged weapons with unmatched deadliness.
Daily   Arcane
Minor Action      Close Burst 10
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target can score a critical hit with any ranged attack on a roll of 18–20, and can score a critical hit with any ranged basic attack on a roll of 16–20.








































Ellyllon's Infinite Arrow Infinte Arrow Attack 30
Ellyllon the True was one of the first and greatest arcane archers, and the only mortal known to have mastered all six pacts. You invoke a powerful replica  of his arrow, a thing of mighty arcane power wreathed in a vortex of different energies.
Encounter   Arcane, Implement, Reliable, Weapon; Varies
Standard Action      Ranged Weapon
Requirement: You must use this power with your Pact Weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. This damage has two of the following damage types: cold, fire, necrotic, psychic, radiant (your choice).
   Fey Pact: You slide the target up to 10 squares, and it is blinded and dazed (save ends).
   Dark Pact: You can choose to deal 10 damage to two allies within 10 squares of you. If you
   do so, the target takes ongoing poison damage equal to 5 + your Charisma modifier + your 
   Dexterity Modifier (save ends).
   Gloom Pact: The target is dazed, weakened, and has a -2 penalty to saving throws (save ends).
   Infernal Pact: The target takes ongoing 10 fire and necrotic damage (save ends).
   Star Pact: The target is stunned (save ends). If the target succeeds on the save, it takes
   radiant damage equal to 2d6 + your Intelligence Modifier.
   Vestige Pact: You gain access to the vestige of Greater Ellyllon.
     Greater Ellyllon Pact Boon: Until the end of your next turn, you gain the benefits of prime
     shot on any enemy within 10 squares of you, you ignore the penalties imposed by cover and
     concealment, and the penalty to attack rolls imposed by superior cover and total
     concealment is only -2.
     Sight of the Vestige Augment: You gain +3 bonus to attack and damage rolls for the Sight  
     of the Vestige attack power, and you take no penalty to attack rolls for attacking at long range.



HYBRID ARCANE ARCHER







Role: Striker
Class: Hybrid Warlock
Power Source: Arcane
Key Abilities: Charisma; Dexterity or Intelligence

Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, simple ranged, military ranged.
Implements: Rods, Wands, Bows
Bonus to Defense: +1 Will or +1 Reflex

Hit Points at 1st Level: 6
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3

Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Class Features: Adapted Warlock Spells, Cursed Arrow (Hybrid), Eldritch Pact (Hybrid), Hybrid Arcane Archer Attacks, Pact Weapon

Hybrid Talent Options:
Arcane Archer Pact Boon, Prime Shot, or Shadow Walk


HYBRID RESTRICTION


When building a hybrid character, you cannot combine a hybrid arcane archer with any other type of warlock.

HYBRID WARLOCK CLASS FEATURES


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ADAPTED WARLOCK SPELLS
You gain the Adapted Warlock Spells class feature.

CURSED ARROW (HYBRID)

This class feature functions as the arcane archer class feature, except that you can deal the extra damage only when you hit a cursed enemy with a basic attack or an arcane archer class, paragon path, or epic destiny power.

ELDRITCH PACT (HYBRID)
This class feature functions as the arcane archer class feature, except that you don’t gain the at-will attack power, encounter attack power, or the Pact Boon granted by it. This means you meet prerequisites that require the pact you choose, and you can use the benefits tailored for it in certain powers.

HYBRID ARCANE ARCHER ATTACKS
Arcane archers do not have traditional attack powers, but can learn the Imbue Arrow and Eldritch Pact attack features as a hybrid.
When you select your class at-will attack power, you may choose Eldritch Arrow, or the at-will attack power that is normally granted by your Eldritch Pact.
You can select the encounter attack power that is normally granted by your Eldritch Pact whenever you have the opportunity to gain a class encounter attack power.
If you have this Eldritch Pact encounter attack, you can choose to replace it with another encounter attack power when you have the option to swap such powers. Also, if you already have the Eldritch Pact's encounter attack, you gain an additional use of the feature if you select it again.
If you are level 3 or higher, you have the additional option of selecting the Imbue Arrow class feature whenever you have the opportunity to gain a class encounter attack power. If you have the Imbue Arrow feature, you can choose to replace it with another encounter attack power when you have the option to swap such powers. While you have the Imbue Arrow feature, you automatically gain the various Etched Arrow upgrades as an Arcane Archer would at levels 7, 13, 17, 23, and 27.

PACT WEAPON
You gain the Pact Weapon class feature.


HYBRID TALENT OPTIONS


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ARCANE ARCHER PACT BOON
You gain the Pact Boon associated with your Eldritch Pact.
To select this option, you must have selected the at-will attack power associated with your pact. If you later retrain that power, you lose the benefit of this option.

PRIME SHOT
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style.

SHADOW WALK
During your turn, if you move 3 or more squares away from where you started your turn, you gain partial concealment until the end of your next turn.

FEATS

HEROIC TIER


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Cursed Arrow Ambush
Prerequisite: Cursed Arrow class feature
Benefit: At the start of an encounter (immediately after initiative is rolled, and before anyone else takes any actions) you can use your Cursed Arrow class feature as a free action on any one enemy you can see, even if it isn't the nearest enemy to you.

Imbuer of Arrows
Prerequisite: Pact Bow Manifestation feat, 4th level
Benefit: You can give up one level 3 or higher warlock encounter attack power you know, and in exchange gain the arcane archer's Imbue Arrows class feature. Instead of choosing a level 1 spell for your Etched Spell, the spell must be a warlock ranged or area encounter attack power that is a lower level than the encounter power you gave up.

Improved Banquet of Souls
Prerequisite: Int 13, must have the Banquet of Souls power
Benefit: You Banquet of Souls power now gives you 2 additional temporary hit points.
    At 11th level, it instead gives you 4 additional temporary hit points. At 21st level, it instead gives you 6 additional temporary hit points.

Improved Darkspiral Cloak
Prerequisite: Dex 13, must have the Darkspiral Cloak power
Benefit: The resistance granted by your Darkspiral Cloak is increased by 2.
    At 11th level, this resistance is instead increased by 4. At 21st level, this resistance is instead increased by 6.

Improved Fey Jaunt
Prerequisite: Dex 13, must have the Fey Jaunt power
Benefit: When you use your Fey Jaunt power, you also gain phasing until the end of your next turn.

Improved Gathering of Shadows
Prerequisite: Dex 13, must have the Gathering of Shadows power
Benefit: When you use your Gathering of Shadows power, you also gain a power bonus to stealth checks, equal to your Charisma modifier, until the end of your next turn.

Improved Inauspicious Fate
Prerequisite: Int 13, must have the Inauspicious Fate power
Benefit: Your Inauspicious Fate power grants an additional +1 bonus to the d20 roll.

Pact Bow Manifestation

Prerequisite: Warlock, must have a pact that has an arcane archer pact weapon associated with it
Benefit: You gain the ability to transform an implement into your pact bow, a physical sign of your alliance with an otherworldly power.
Choose one arcane archer's eldritch pact that matches your warlock eldritch pact. You gain the pact's at-will attack power and Pact Weapon, but not the encounter attack power or pact boon.

Warlock Training
Prerequisite: You must have an encounter attack power granted by an arcane archer's Eldritch Pact.
Benefit: You lose one use of the encounter attack power granted by your Eldritch Pact. In exchange, you gain a warlock encounter attack power of your choice. The power must be your level or lower.


PARAGON TIER


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Bow of Two Masters
Prerequisite: 11th level, Arcane Archer, Eldritch Pact class feature
Benefit: You gain a second Eldritch Pact that is available to an Arcane Archer. You gain the pact weapon, at-will spell, and pact boon of that pact. You can use only one of your pact boons and only one of your pact weapons at a time, but can change what type of pact weapon your are manifesting as a free action once per turn.

Point-Blank Eldritch Shot
Prerequisite: 11th level, Arcane Archer, Eldritch Arrow class feature
Benefit: You do not provoke opportunity attacks when you make ranged attacks with your Eldritch Arrow class feature.
   Also, whenever you would be allowed to make a melee basic attack, you can make an attack with your Eldritch Arrow class feature instead.

Manyspell Archer
Prerequisite: 11th level, Arcane Archer, paragon multiclassing into any arcane class
Benefit: Any arcane ranged or area attack powers you know gain the weapon keyword and use your pact weapon's range when you use your pact weapon to make the attack.
   Also, choose  a level 7 or lower ranged or area attack power from the class you multiclassed into. This power also  becomes your Etched Spell, in addition to your original Etched Spell.  You cannot use the same Etched Spell more than once in the same  encounter. You gain one more use per encounter of the Imbued Arrow attack  power, but you can still use it only once  per turn.


MULTICLASS FEATS


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Initiate of the Arcane Arrow [Multiclass Warlock]
Prerequisite: Cha 13
Benefit: You gain training in one skill from the arcane archer’s class skills list. You gain proficiency
with all martial bows, rods, and wands, and can use bows as implements.
   Choose one arcane archer's eldritch pact. You gain the pact's Pact Weapon, but not the pact boon. You also gain the at-will spell as an encounter power and the encounter spell as a daily power.

Novice Arcane Archery
[Multiclass Encounter]
Prerequisite: Initiate of the Arcane Arrow feat, 4th level
Benefit: You can give up one level 3 or higher encounter attack power you know from your class, and in exchange gain the arcane archer's Imbue Arrows class feature. Instead of choosing a level 1 spell for your Etched Spell, the spell must be a warlock ranged or area encounter attack power that is a lower level than the encounter power you gave up from your class.
Special: This feat is taken in place of the Novice Power feat. You cannot take both this feat and Novice Power, and this feat counts as Novice Power for the prerequisites of any game element.

Novice Etched Spell [Multiclass Encounter]
Prerequisite: Any arcane-class-specific multiclass feat, Imbue Arrows class feature, 4th level
Benefit: You can swap one encounter power that you have chosen as your Etched Spell, for one arcane ranged or area attack power of the same level or lower from the class you multiclassed into. This power is now your Etched Spell, that can be used with the Imbued Arrow attack power.
Special: This feat is taken in place of the Novice Power feat. You cannot take both this feat and Novice Power, and this feat counts as Novice Power for the prerequisites of any game element.

Versatile Arcane Archer
[Multiclass Encounter]
Prerequisite: Any class-specific multiclass feat, arcane archer, eldritch pact, 4th level
Benefit: You lose one use of the encounter attack power granted by your arcane archer's Eldritch Pact. In exchange, you gain a encounter attack power of your choice from the class you multiclassed into. The power must be your level or lower.
Special: This feat is taken in place of the Novice Power feat. You cannot take both this feat and Novice Power, and this feat counts as Novice Power for the prerequisites of any game element.




MAGIC ITEMS

WEAPONS


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The Bows of the Six Hexes

Arcane archers can pick up any bow and use it as a conduit of their eldritch energy,
transforming it into their pact weapon. The Bows of the Six Hexes, however, were
designed specifically with the arcane archer in mind. The bows appear to be crude and
unfinished, but are still functional in the hands of any archer. However, their humble
appearance belies the potent power that can be unlocked in the right hands. Not
only can they be transformed into pact weapons, they are designed to enhance the
specific pacts they were designed for, making these weapons highly valuable to
Arcane Archers who are devoted to the same pact which one of these bows is
attuned to.







































Avernian Bow
Level 3+ Uncommon
This charred and blackened bow still holds a few burning embers and is rather hot to the touch.
Level: 3 +1 (680 gp)Level: 18 +4 (85,000 gp)
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d10 fire damage per plus
Property: Gain a +1 bonus to damage rolls when you use this bow to attack with a power that has the fire keyword.
Property: If you hit a target with your Arrow of Avernus power using this bow and you take damage before the end of your next turn, the target takes an extra 1d6 + Charisma modifier fire damage.








































Bow of Dark Agony
Level 3+ Uncommon
This twisted black bow is covered in small thorns.
Level: 3 +1 (680 gp)Level: 18 +4 (85,000 gp)
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d10 necrotic damage per plus
Property: Gain a +1 bonus to damage rolls when you use this bow to attack with a power that has the necrotic keyword.
Property: When you hit a target with your Arrow of Dark Agony power using this bow, the target also takes a -2 penalty to attack rolls until the end of your next turn.








































Bow of RadianceLevel 3+ Uncommon
Pinpoints of light dances along the bowstring of this simple-looking bow.
Level: 3 +1 (680 gp)Level: 18 +4 (85,000 gp)
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d10 radiant damage per plus
Property: Gain a +1 bonus to damage rolls when you use this bow to attack with a power that has the radiant keyword.
Property: Each square a target affected by your Starfall Shot power moves toward you costs 1 extra square of movement.








































Cursebloom Bow
Level 3+ Uncommon
The dark wood from which this half-finished-looking bow is constructed seems to reflect your daydreams and your nightmares in its glossy finish.
Level: 3 +1 (680 gp)Level: 18 +4 (85,000 gp)
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d10 psychic damage per plus
Property: Gain a +1 bonus to damage rolls when you use this bow to attack with a power that has the psychic keyword.
Property: When you hit a target with your Cursebloom Arrow power using this bow, you gain combat advantage against the target on your first attack next turn.








































Spiteful Bow
Level 3+ Uncommon
This crude-looking black bow is especially deadly to creatures you haven’t harmed yet.
Level: 3 +1 (680 gp)Level: 18 +4 (85,000 gp)
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d10 psychic damage per plus
Property: Gain a +1 bonus to damage rolls when you use this bow to attack with a power that has the psychic keyword.
Property: When you hit an enemy at maximum hit points with the Arrow of Spite power using this bow, you deal an extra 1d6 psychic damage to that enemy.








































Vestige Channeler's Bow
                         Level 3+ Uncommon
This bow is somewhat ethereal-looking in its appearance, and emits what sounds like a thousand whispering voices.
Level: 3 +1 (680 gp)Level: 18 +4 (85,000 gp)
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Weapon: Bow
Enhancement: Attack rolls and damage rolls
Critical: +1d10 psychic damage per plus
Property: Gain a +1 bonus to damage rolls when you use this bow to attack with a power that has the psychic keyword.
Property: When you hit with the Sight of the Vestige power using this bow, the second creature can be within 5 squares of the target instead of 3 squares, and you gain a +1 bonus to your Cursed Arrow's extra damage for that attack.



RAIMENT OF THE ELDRITCH MARKSMAN


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RAIMENT OF THE ELDRITCH MARKSMAN ITEMS

































Lvl   
Name                                      
Price (gp) Item Slot
8+
Bracers of Arcane Archery
3,400
Arms
8+
Eyes of Arcane Marskmanship
3,400Head
8+
Hex Mantle
3,400Neck
9
Endless Quiver
4,200
Wondrous Item


RAIMENT OF THE ELDRITCH MARKSMAN BENEFITS
















Pieces  
Benefit
2


Any enemy providing a target cover against one of your ranged arcane weapon attacks takes force damage equal to 3 times the number of items you have from this set.
4


Whenever your pact boon is triggered, you gain a +3 power bonus to damage rolls when making ranged arcane weapon attacks until the end of your next turn.






























Bracers of Arcane Archery
Level 8+ Uncommon
These bracers, made of black leather and purple velvet, are etched with glowing runes the enhance the potency of arcane archery.
Level: 8         (3,400 gp)Level: 28       (2,125,000 gp)
Level: 18     (85,000 gp)
Item Slot: Arms
Property: Gain a +2 item bonus to damage rolls when using an arcane attack power with a bow.
Level 18: +4 item bonus
Level 28: +6 item bonus
Property: Gain a +1 item bonus to AC and Reflex defenses against attack by creatures affected by your Warlock's Curse.
Level 18: +1 item bonus to all defenses
Level 28: +2 item bonus to all defenses






























Eyes of Arcane Marksmanship
Level 8+ Uncommon
These dark lenses help you aim at far away enemies, especially when you are readying an arcane attack.
Level: 8         (3,400 gp)Level: 28       (2,125,000 gp)
Level: 18     (85,000 gp)
Item Slot: Head
Property: Gain a +1 item bonus to ranged basic attack rolls.
Level 18: +2 item bonus
Level 28: +3 item bonus
Power (Daily): Free Action. Use this power when you miss with an arcane ranged attack. Reroll the attack, and use the second result, even if it’s lower.
Level 18 or 28: Gain a +2 bonus to the rerolled attack roll.
Level 28: If your rerolled attack misses, make a ranged basic attack against the target.





































Hex Mantle
Level 8+ Uncommon
This black leather cloak with velvet lining is embroidered with purple runes that grant extra protection against those whom you have hexed.
Level: 8 +2 (3,400 gp)Level: 23 +5 (425,000 gp)
Level: 13 +3 (17,000 gp)Level: 28 +6 (2,125,000 gp)
Level: 18 +4 (85,000 gp)
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain a +2 item bonus to saving throws against effects imposed upon you by enemies affected by your Warlock's Curse..



This seems good.

I can't quite understand what Cursed Arrow is supposed to do, though. 


What is confusing about it?

It is almost identical in wording to warlock's curse.




Yeah, but I can't understand why it says you automatically hit the enemy.
This seems good.

I can't quite understand what Cursed Arrow is supposed to do, though. 


What is confusing about it?

It is almost identical in wording to warlock's curse.




Yeah, but I can't understand why it says you automatically hit the enemy.


There is no attack roll. Just like warlock's curse. You just automatically place the effect.
Is there a way I could word it that would make it less confusing?
Sincerely, I'd remove the Warlock Curse and put in some Hexblade-style extra damage. First of all, it ties a secondary attribute to the pacts, which is good, and is more simple to track.

If you wanna keep on using a Warlock's Curse-like mechanic, just call it Warlock's Curse and word it like the original class feature. Like this it looks like it makes you hit automatically.
Sincerely, I'd remove the Warlock Curse and put in some Hexblade-style extra damage. First of all, it ties a secondary attribute to the pacts, which is good, and is more simple to track.

If you wanna keep on using a Warlock's Curse-like mechanic, just call it Warlock's Curse and word it like the original class feature. Like this it looks like it makes you hit automatically.



When I'm done writing up the class I'll include designers commentary on why I felt a warlock's curse feature was better than hexblade-style extra damage.

I want the warlock's curse to just be refluffed to fit the arcane archer.

Update: I reworded the first line of cursed arrow, so people don't think it makes you automatically hit things: "You can choose to have the enemy nearest to you that you can see be paced under the effect of a cursed arrow."
HEROIC TIER COMPLETE, paragon and elite in progress. Please critique! Pick it apart!
What the heck? How come half of my original post disappeared???

Update: Fixxed it, hopefully it doesn't do that again.
Coming from the perspective of a Vestige Warlock:

The Level 5 Daily Vestige is just extraordinarily powerful - soon as you get Shadow Warlock Armor, you basically add a hilarious amount of damage to Sight of the Vestige.  Sight of the Vestige, (and now that I look at it, Vestige of Simohayha as well) however, has one MAJOR problem: it's Charisma based.  Every single Vestige power is Constitution based, and my own Vestige Warlock has 12 Charisma, so it'd probably never hit.  And that's a shame; that Daily Vestige is just ridiculous.
I really like this, good work .

For better compatibility, could you put the normal shadow walk class feature back in (several feats and items depend on it) ? The gloom pact feature would still be a vast improvement (move 2 instead of 3 + hide with partial concealment) over normal shadow walk (move 3 for partial concealment)

Also, it would be nice if there was a possibility to use dual implement spellcaster, both for the damage bonus and for the abilities the second implement grants.
Some critic:

Eldritch Arrow: this could be better worded as a feature and not a power: «When you use you pact weapon, you can use Charisma instead of Dexterity for attack and damage rolls of ranged basic attacks.» 

Why Charisma as the main stat? I'd have used Dexterity. I mean, he's still firing a bow, even if imbued with magical power.
Coming from the perspective of a Vestige Warlock:

The Level 5 Daily Vestige is just extraordinarily powerful - soon as you get Shadow Warlock Armor, you basically add a hilarious amount of damage to Sight of the Vestige.  Sight of the Vestige, (and now that I look at it, Vestige of Simohayha as well) however, has one MAJOR problem: it's Charisma based.  Every single Vestige power is Constitution based, and my own Vestige Warlock has 12 Charisma, so it'd probably never hit.  And that's a shame; that Daily Vestige is just ridiculous.


I'll look into this.
Also please note the class's Adaptable Spells feature. I know Vestige Warlocks are con but vestige arcane archers are cha, just like infernal arcane archers (and hexblades) are cha instead of con.
I really like this, good work .

For better compatibility, could you put the normal shadow walk class feature back in (several feats and items depend on it) ? The gloom pact feature would still be a vast improvement (move 2 instead of 3 + hide with partial concealment) over normal shadow walk (move 3 for partial concealment)


Thankyou, I've updated accordingly. I also made the change to eldritch arrow as suggested in the other forum.
Also, it would be nice if there was a possibility to use dual implement spellcaster, both for the damage bonus and for the abilities the second implement grants.

  I was aware of DIS's impact from the beginning. I purposely designed it so (unlike the hexblade) it is very clear that DIS can't be used, no mater how you try to cheese it, BUT I also designed the class's powers and features to hit harder and be more accurate so it doesn't need it. You'll notice this class has quite a few weapon vs. NAD attacks, and that the Cursed Arrow is designed to scale to do more damage than Warlock's Curse as the warlock goes up in level (by replacing one of the dice with an ability score modifier) while still maintaining access to all the curse feats (except the sorcerer-king one).
Some critic:

Eldritch Arrow: this could be better worded as a feature and not a power: «When you use you pact weapon, you can use Charisma instead of Dexterity for attack and damage rolls of ranged basic attacks.»

I disagree. I like it better as a spell.

Why Charisma as the main stat? I'd have used Dexterity. I mean, he's still firing a bow, even if imbued with magical power.

And hexblades, swordmages, and avengers are still using a sword, and yet they attack with charisma, intelligence, and wisdom, respectively.

4E doesn't make everyone use dex and str for weapons like previous editions. That's just how it is.
Coming from the perspective of a Vestige Warlock:

The Level 5 Daily Vestige is just extraordinarily powerful - soon as you get Shadow Warlock Armor, you basically add a hilarious amount of damage to Sight of the Vestige.  Sight of the Vestige, (and now that I look at it, Vestige of Simohayha as well) however, has one MAJOR problem: it's Charisma based.  Every single Vestige power is Constitution based, and my own Vestige Warlock has 12 Charisma, so it'd probably never hit.  And that's a shame; that Daily Vestige is just ridiculous.


Looked into it, and it doesn't really seem like a problem to me. Vestige of Xandor does +1d8 psychic damage as its Eyes augment. Comparing Sneak Attack to other striker features, and increase +2.5 damage for one encounter on an at-will power seemed like a fair boost in exchange for requiring CA, regardless of how easy it is to get CA.
4E doesn't make everyone use dex and str for weapons like previous editions. That's just how it is.



Fair enough.

 
Question about Feywild Call. Does the enemy know he can't charge through the squares (and therefor charges around them or doesn't charge) or does he try to charge only to stop in or before the first square in the zone?

You keep telling us to murder your creations with critique, but it's hard since your so damn good at this xD 

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
wait, so a vestige boon is what happenes when I reduce a cursed target to 0 hp?
The one in the level 1 daily power doesn't have a duration, so I am confused...

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
wait, so a vestige boon is what happenes when I reduce a cursed target to 0 hp?
The one in the level 1 daily power doesn't have a duration, so I am confused...


Ah! Good catch. Added a duration to the boon.
My dear Gadren, I think you can safely add this creation to your signature ^^
I'm gonna read more and find something to nag about.

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
My dear Gadren, I think you can safely add this creation to your signature ^^ I'm gonna read more and find something to nag about.


I'll add it when its finished. Still gotta build up through Epic.
PARAGON COMPLETE!
Congrats! I will look at it later today.
Can you help me with Feywild Class, it really confuses me (see post above)

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
Question about Feywild Call. Does the enemy know he can't charge through the squares (and therefor charges around them or doesn't charge) or does he try to charge only to stop in or before the first square in the zone?

You keep telling us to murder your creations with critique, but it's hard since your so damn good at this xD 

Hmmm, well, the power states that the enemy can't charge, not that it stops a charge, so when an enemy is plotting their charge I'd assume they know.
I actually just cloned that utility from the Ranger Utility Entangling Roots since it seemed appropriate to the arcane archer class. It'd be a good question to ask CS...

Update: CS tells me that my assumptions are correct for the cloned power, so yeah.
ALL TIERS COMPLETE!
(Still need to add feats and I'd like to create an epic destiny, too. And maybe some magic items.)
Collapsed things into sblocks so that you don't have scroll so long to make your ways through posts #1-3...
Created an Epic Destiny! Check it out!
Wow, you have been busy. Gonna read now ^^

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
Just finished the hybrid stats.

My biggest concern is whether the hybrid attack power selection feature was clear enough. Do you guys understand this?:

HYBRID ARCANE ARCHER ATTACKS
Arcane archers do not have traditional attack powers, but can learn the Imbue Arrow and Eldritch Pact attack features as a hybrid.
When you select your class at-will attack power, you may choose Eldritch Arrow, or the at-will attack power that is normally granted by your Eldritch Pact.
You can select the encounter attack power that is normally granted by your Eldritch Pact whenever you have the opportunity to gain a class encounter attack power.
If you have this Eldritch Pact encounter attack, you can choose to replace it with another encounter attack power when you have the option to swap such powers. Also, if you already have the Eldritch Pact's encounter attack, you gain an additional use of the feature if you select it again.
If you are level 3 or higher, you have the additional option of selecting the Imbue Arrow class feature whenever you have the opportunity to gain a class encounter attack power. If you have the Imbue Arrow feature, you can choose to replace it with another encounter attack power when you have the option to swap such powers. While you have the Imbue Arrow feature, you automatically gain the various Etched Arrow upgrades as an Arcane Archer would at levels 7, 13, 17, 23, and 27.
Finished adding feats.

I created three Novice Power alternatives. Two are for an arcane archer multiclassing into another class, one is for another class multiclassing into arcane archer.

Also created feats that allow an arcane archer to trade for warlock powers, and for warlocks to trade for arcane archer abilities.

And I created various feats that enhance various arcane archer features.
Added arcane archer magic items. 6 weapons and a 4-piece items set.
Most based were already covered by pre-existing warlock items.

I think I might finally be done adding stuff. Now I just need critiques to fine-tune things!
Man, this rocks. This rocks a lot.
Man, this rocks. This rocks a lot.


Thankyou! I put a lot of hard work into it. I hope for more feedback from people.
Maybe someone wnats to try and build up to level 30 and post it here?
Man, this rocks. This rocks a lot.


Thankyou! I put a lot of hard work into it. I hope for more feedback from people.
Maybe someone wnats to try and build up to level 30 and post it here?



Unfortunately building epic characters takes more time than building heroic ones. I'll see what I can do.
This is amazing! I can't wait to make my own character ^^
I skimmed the powers, looks soldi but I'm sure we'll find something to fix through playtesting. We're only playing once a week so It might take some time for me to get back to you...

Good job man, you should get some kind of a reward for this. And thanks for putting everything in spoiler boxes ;) 

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
This is amazing! I can't wait to make my own character ^^
I skimmed the powers, looks soldi but I'm sure we'll find something to fix through playtesting. We're only playing once a week so It might take some time for me to get back to you...

Good job man, you should get some kind of a reward for this. And thanks for putting everything in spoiler boxes ;) 


Wow, thanks for the glowing review!
Let me know how it works out for ya.
Here's a level 30 build I'm working on, to compare the DPR of this class to other strikers. I think it shows I need to scale back some things. The level 30 DPR for this build is 126.27, which is a bit too good, unless I made a mistake somewhere in my calculations?
Updated: Scaled back some powers a tiny bit.

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