3 Archer Prc's [Archive] - Wizards Community

Post/Author/DateTimePost
ArochanoX

09-14-05, 12:33 PM
This is thread of my 3 archer prc:s. One is sniper-type, one is combat-type and the last is tactical-type.

They were created so archer PC had some chance against melee fighters. They're ment to be attainable at lvl 9.


Sniper:
Master of killing people with one shot from long distances. It fires low amount of arrows, but even single one of them is deadly.

Sniper is a quite solitary warrior that passes through the customs and city gates without suspicion, kills the target when there's still light to see the target, but not enough light to be traced. After single killing shot, the sniper lives underground for sometime in the city or leaves the place immediately.

Long-ranged precision and keen use of his weapon makes sniper almost solely a long-range combatant. And the farther away the target is, the better it is for the sniper.

Presquites:
BAB: +7
Feats: Able sniper (rotw), Point blank shot, Precise shot, Far shot, Weapon focus (any ranged projectile weapon)
Skills: Hide 8 ranks, Concentration 5 ranks

Class features:
HD: d8
BAB: poor
Skills: 4+int
Class skills: Bluff, Concentration, Craft, Gather information, Hide, Knowledge (local), Profession, Spot


lvl bab f r w special
1 +0 +2 +0 +0 archery bonus +1, poison use, sniper's aim
2 +1 +3 +0 +0 archery bonus +2, sudden strike 1d6
3 +1 +3 +1 +1 archery bonus +3
4 +2 +4 +1 +1 archery bonus +4, range +50%
5 +2 +4 +1 +1 archery bonus +5, sudden strike 2d6
6 +3 +5 +2 +2 archery bonus +6
7 +3 +5 +2 +2 archery bonus +7, base threat range +1
8 +4 +6 +2 +2 archery bonus +8, sudden strike 3d6
9 +4 +6 +3 +3 archery bonus +9
10 +5 +7 +3 +3 archery bonus +10, critical multiplier +1


Archery bonus:
To accumulate the poor base attack bonus, sniper gains archery bonus to his attack rolls. The sniper gains the archery bonus only if the target is flat-footed, helpless or otherwise denied to his dexterity bonus.

Poison use:
Sniper can use poison without the risk of poisoning himself. He also gains +2 resistance bonus against poisons.

Sniper's aim:
As a move action, sniper can aim to distant targets. He must succeed on a concentration check (DC distance in feets / 20) + any modifiers. If he succeeds, the next ranged attack on the same round gains +2 circumstance bonus to hit and damage.
Modifiers for sniper's aim concentration check:
Distracted: +4
Concealment: concealment percentage / 5
Cover: +4

Sudden strike:
Against all targets that sniper is qualified to use his archery bonus, he gains bonus to damage.

Range +50%:
The base range increment of projectile weapons the sniper is proficient with is multiplied by 1,5.

Base threat range +1:
The threat range of projectile weapons the sniper is proficient with is increased by +1. For example 7th lvl sniper has threat range of 19-20 for his longbow.

Base critical multiplier +1:
The critical multiplier of projectile weapons the sniper is proficient with is increased by +1. For example 10th lvl sniper has critical multiplier of x4 for his longbow.



Ranged Trooper
Master of special moves with his bow. He uses his bow efficiently against whole armies.

Ranged trooper bashes through a door into a large corridor full of enemies, he fires half of his quiver with one shot. Then he continues to next room. Ranged trooper is specialized in fighting multiple foes at once, even whole armies. With his special bow, he can unleash incredible numbers of arrows with one shot.

Ranged trooper works well with company. He is a great battle-opener, but later on, he will need some cover of his friends to keep foes away. Ranged trooper is good medium to long range warrior.

Presquites:
BAB: +9
Feats: Point blank shot, Manyshot, Greater manyshot (xph), Rapid shot, Improved rapid shot (cw), Weapon focus: any bow, Weapon specialization: any bow

Class features:
HD: d10
Bab: good
Skills: 2+int
Class skills: Craft, Intimidate, Profession


lvl bab f r w special
1 +1 +2 +0 +0 Trooper's bow
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Full Hand
5 +5 +4 +1 +1
6 +6 +5 +2 +2
7 +7 +5 +2 +2 Hail of arrows
8 +8 +6 +2 +2
9 +9 +6 +3 +3
10 +10 +7 +3 +3 10-shot


Trooper's bow:
At first level the ranged trooper gains proficiency of special trooper's bow. The trooper's bow is like normal bow, but it has 2 separate strings. The modifies to upgrade any normal bow to trooper's bow costs 1000gp. For composite bows the cost is doubled to 2000gp. Mighty versions cost 1000gp extra for each point of strenght bonus.

The ranged trooper must use this bow for his special attacks. The abilities cannot be used with normal bows.

The bow reduces the penalty of using manyshot by -1.

Full hand:
The ranged trooper has practiced with his bow enough to fire single arrow more when using manyshot or rapid shot. The extra arrow confers normal penalties to hit and damage when using manyshot. When using rapid shot, the extra allow is fired at greatest attack bonus with -5 penalty to hit.

Hail of arrows:
This special attack requires a complete round to use (the attack is resolved at the beginning of ranged trooper's next turn) and works only on spaces which have heighth of atleast 1 range increment of the weapon.

Ranged trooper fires full quiver of arrows (20) at once. The attack isn't very accurate, but still efective. He fires arrows in a hail high into the sky. The arrows fall into area of 20ft emanation. Every creature and object takes bow's normal damage (no mighty strenght bonuses, sneak attacks, point-blanc shots or weapon focuses) from straight hits and ricoshets. Reflex save (DC = attack roll) for half.

10-shot:
This special attack is very much the same as hail of arrows. Though it requires only 1 fullround action and has no height limit.

The ranged trooper fires 10 arrows at once in a straight line. Only one attack roll is needed. In a straight line 5ft wide and 2 range increments long, every creature has to take reflex save (DC = 10 + ½attack roll). Every creature in that area takes the arrow's damage (no precision damage of any sort) ref half. The creatures in the area suffer from straight hits and ricoshets.

This attack cannot score critical hits.


Shock Archer
The shock archer works best in company and works well even in tight spaces. He isn't the damage dealer, but a battle controller.

Shock archer is the group's battle schemer, tactican and special moves expert. He works very well with any group serving as a assistance to the group and hinderance to the enemy. He also is a good combatant though not as good as fighter.

Combining tactical movement, tactical attacks and special moves he is a tactical combat specialist. He helps every other member of the team to make their tasks. Mostly they are courageous and even self-sacrificing but never suicidal. They're tactical and intelligent after all.

Presquites:
BAB: +8
Feats: Weapon focus (any projectile weapon), point blank shot, precise shot, improved precise shot, combat reflexes, skill focus (knowledge: dungeoneering)
Skills: Knowledge (dungeoneering) 5 ranks, Tumble 7 ranks

Class features:
HD: d10
bab: medium
skills: 6+int
class skills: Balance, Climb, Craft, Jump, Knowledge (dungeoneering), Listen, Profession, Spot, Swim, Tumble


lvl bab f r w special
1 +0 +2 +2 +0 team work
2 +1 +3 +3 +0 bind target
3 +2 +3 +3 +1 fighter bonus feat
4 +3 +4 +4 +1 ranged threat
5 +3 +4 +4 +1 tactics
6 +4 +5 +5 +2 fighter bonus feat
7 +5 +5 +5 +2 steps of arrows
8 +6 +6 +6 +2 surprise arrow
9 +6 +6 +6 +3 fighter bonus feat
10 +7 +7 +7 +3 blinding arrow, improved tactics


Team work:
Shock archer's team works so well with the archer that the shock archer's allies are almost invisible to the archer. He can shoot projectiles through his allies' squares without risking to hit an ally. Also cover bonuses to opponent's AC bacause of an shock archer's ally is no longer. So shock archer's allies don't grant cover bonus to AC against shock archer's attacks.

Bind target:
As a standard action, shock archer may attempt to shoot an arrow through opponent's foot binding it to the ground. The shock archer must hit his opponent's AC +6 to bind the target. The arrow deals only 2 points of damage. The opponent can burst out of the arrow as a move action, but that makes the opponent take d6 damage and causes him to move at half speed. (DC 15 heal check reduces speed to normal.)

Ranged threat:
The shock arher threatens the squares around him when using a projectile weapon. The threat range is the character's base attack bonus rounded down to the nearest 5ft up to maximum of 15ft threat range. The schock archer can also flank usin a projectile weapon.

Tactics:
Every ally that is in hearing range (30ft) of the shock trooper gains +1 circumstance bonus to hit, AC and saves. These bonuses improve to +2 at level 10.

Steps of arrows:
Shock archer can fire arrows walls to help special movement. For every 3 arrows in the same 5ft wall square grants +1 cumulative circumstance bonus to tumble, balance and climb in that square. (If the square was the lowest, the bonuses affect also the adjacent floor square.)

Surprise arrow:
The shock archer can fire a decoy arrow as a standard action. The arrow hits the ground of the foe and dazes it. To succeed, the shock archer must succeed on attack roll to AC 10 (the ground square below the opponent) and the opponent must succeed a will saving throw DC 19 + shock archer's wisdom modifier or be dazed for one round.

Blinding arrow:
As a standard action, you shoot an arrow through the enemy's eyes! Duh! You must hit the enemy's AC +8 (+10 if the enemy has hat of any sort or goggles, +12 if he has both). If hit and atleast 1 point of damage is scored, the enemy is blinded if he fails a fortitude save (DC = 10 + damage). Damage is worked out normally.



I hope these 3 ranger archetypes suit for the use of any archer! :D Please comment!
ArochanoX

09-15-05, 08:00 AM
No comments?

Nobody wants to play an archer, it seems.
Please comment on balance and special abilities! Do they work well with the fluff? Ar they mechanically balanced?
ArochanoX

09-16-05, 12:47 PM
I added more fluff for the classes to clarify their role more.

Please comment!
GreatEye

09-16-05, 09:33 PM
I really like the "Hail of Arrows" ability. There are a lot of Archer PrCs on the boards, which could account for the lack of response to this particular post. I posted a "War Archer" PrC myself, a couple of months back. If only we could use Wizards's search function...
ArochanoX

09-17-05, 12:00 PM
Yes, there has been quite some archer prc:s. No-one has intrest in them anymore. Though the difference between these 3 and some others is that abilities of these 3 are strictly extraordinary, so no magic is involved. And that, I think, is good for fighters.

It's good GreatEye for you to like even one of the abilities of my archers. Thank you!