Eldritch Archer

Magus Archetype

fortitude icon pathfinder wotr wiki guide
Fortitude
High
will icon pathfinder wotr wiki guide
Will
High
reflex icon pathfinder wotr wiki guide
Reflex
Low
bab icon pathfinder wotr wiki guide
Base Attack Bonus
Average
hp icon pathfinder wotr wiki guide
HP per level
5/ Level
hp icon pathfinder wotr wiki guide
HP
8
magic icon pathfinder wotr wiki guide
Max level of Spells
6
magic icon pathfinder wotr wiki guide
Caster ability
Intelligence
magic icon pathfinder wotr wiki guide
Caster type
Memorizing Spells

Class Initial Features

Class Skills

Eldritch Archer is a sub-class in Pathfinder: Wrath of the Righteous. Eldritch Archers combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.

 

"The eldritch archer rains magical attacks down on her foes from the city walls."

  

Eldritch Archer Information

 

Eldritch Archer Video Guides

 

 
 
 
 
 
 
 
 
 
 

Eldritch Archer Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0 +2 0  +2 CantripsMagus ProficienciesArcane Pool, Ranged Spell CombatDetect Magic
Level 2  +1 +3 0 +3 Ranged Spellstrike
Level 3  +2 +3 +1 +3 Magus Arcana
Level 4  +3 +4 +1 +4 Spell Recall
Level 5  +3 +4 +1 +4 Arcane Weapon (+2)Bonus Magus Feat
Level 6  +4 +5 +2 +5 Magus Arcana
Level 7  +5 +5 +2 +5 Arcane Medium Armor
Level 8  +6/+1 +6 +2 +6 Improved Spell Combat
Level 9  +6/+1  +6 +3 +6 Arcane Weapon (+3)Magus Arcana
Level 10  +7/+2 +7 +3 +7 Fighter Training
Level 11  +8/+3 +7 +3 +7 Improved Spell RecallBonus Magus Feat
Level 12  +9/+4 +8 +4 +8 Magus Arcana
Level 13   +10/+5 +9 +4 +9 Arcane Weapon (+4)Arcane Heavy Armor
Level 14  +10/+5 +9 +4 +9 Greater Spell Combat
Level 15   +11/+6/+1 +9 +5 +9 Magus Arcana
Level 16   +12/+7/+2  +10 +5 +10  
Level 17   +12/+7/+2 +10 +5 +10 Arcane Weapon (+5)Bonus Magus Feat
Level 18   +13/+8/+3 +11 +6 +11 Magus Arcana
Level 19   +14/+9/+4 +11 +6 +11 Greater Spell Access
Level 20  +15/+10/+5 +12 +6 +12 True Magus

 

Eldritch Archer Abilities

 

Magus Proficiencies

A magus is proficient with all simple and At 1st level, the magus gains a reservoir of martial weapons. A magus is also proficient mystical arcane energy that he can draw upon with light armor. He can cast magus spells to fuel his powers and enhance his weapon. while wearing light armor without incurring Ihis arcane pool has a number of points equal the normal arcane spell failure chance. Like any to 1/2 his magus level (minimum 1) + his other arcane spellcaster, a magus wearing Intelligence modifier. The pool refreshes once medium armor, heavy armor, or a shield incurs per day when the magus prepares his spells. a chance of arcane spell failure. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes

Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once.

True Magus

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat, he can choose to either increase the DC to resist his spells by 2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls.

Cantrips

Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again

 

Arcane Pool

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses 

Arcane Weapon (+2)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again.

Arcane Weapon (+3)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again.

Arcane Weapon (+4)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again.

 

Arcane Weapon (+5)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again.

Ranged Spellstrike

At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.

Improved Spell Combat

At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration

Greater Spell Combat

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4.

 

Greater Spell Access

At 19th level, the magus gains access to an expanded spell list. He learns 6 spells of any levels from 1st to 6th from the wizard's spell list and places them into his spellbook as magus spells of their wizard level

Arcane Medium Armor

At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure.

Fighter Training

Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifring for feats. If he has levels in fighter, these levels stack.

Arcane Heavy Armor

At 13th level, a magus gains proficiency with heavy armor. A magus Can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure.

 

Spell Recall

At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and Cast that day by expending a number Of points from his arcane pool equal to the spell's level (minimum l). The spell is prepared again, just as if it had not been cast.

Improved Spell Recall

At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1).

Ranged Spell Combat

Instead of a melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. 

 

 

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




Tired of anon posting? Register!
    • Anonymous

      One of my favorite archetypes in the game. Honestly, the Magus spell list is way more suited to this archetype than any of the others. There really aren't that many melee touch attacks spells with which to use spellstrike, but ranged spellstrike? There are tons of good ranged touch attack spells. Looking at you Hellfire Ray. Add in the ability to eventually get point blank master via fighter training, and this is honestly one of my favorite archer builds in the game.

    Load more
    ⇈ ⇈