Arcane Hunter School

The arcane hunter school complements the Wilder Mage multiclass archetype.

Associated School: Conjuration.

Replacement Powers: The following school powers replace the summoner’s charm and acid dart powers of the conjuration school.

Endless Ammunition (Sp): As a standard action, you can conjure forth phantom hands (as the reloading hands spell) that load a single ranged weapon or firearm with conjured ammunition once per round. This ammunition is standard for its type. At 6th level, this ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. If you have the Rapid Reload or Crossbow Mastery feat, they also apply to the phantom hands. These phantom hands remain for 1 round for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spell Arrow (Sp): As a standard action, you can place an area spell upon the ammunition of a ranged weapon. When the weapon is fired, the spell's area is centered where the ammunition lands, even if the spell could normally be centered only on the caster. This ability allows you to use the weapons range rather than the spell's range. A spell cast in this way uses its standard casting time and you can fire the weapon as part of the casting. The ammunition must be fired during the round that the casting is completed or the spell is wasted. If the ambition misses, the spell is wasted.