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| Nivek Loneshadow02-19-07, 04:27 PM | I've always wanted an Archer Core Class. I know there are many other classes out there and I would enjoy seeing them for ideas. However what I am requesting is constructive help on what I have below. Thank you in advance. The class here is the second attempt at the class. It's been changed quite a bit. I looked at some other books like Game of Thrones and Iron Heroes and I've added some ideas from those sources. Archer More info to come soon. The main stats are filled out completely Weapons and Armor: All simple and martial weapons and light armor. Archer Hit Dice: d8 Lvl BAB FS RS WS Special 1 +1 +0 +2 +0 Take Aim (1 point, Point Blank Shot) 2 +2 +0 +3 +0 Bonus Feat 3 +3 +1 +3 +1 4 +4 +1 +4 +1 Archery Mastery 5 +5 +1 +4 +1 6 +6/+1 +2 +5 +2 Take Aim (2 points, Called Shot) 7 +7/+2 +2 +5 +2 Archery Mastery 8 +8/+3 +2 +6 +2 Bonus Feat 9 +9/+4 +3 +6 +3 Evasion 10 +10/+5 +3 +7 +4 Archery Mastery 11 +11/+6/+1 +3 +7 +5 Improved Precise Shot 12 +12/+7/+2 +4 +8 +4 Take Aim (3 points, Vital Area Shot) 13 +13/+8/+3 +4 +8 +4 Archery Mastery 14 +14/+9/+4 +4 +9 +4 Bonus Feat 15 +15/+10/+5 +5 +9 +5 16 +16/+11/+6 +5 +10 +5 Archery Mastery 17 +17/+12/+7 +5 +10 +5 18 +18/+13/+8 +6 +11 +6 Take Aim (4 points, Accurate Shot) 19 +19/+14/+9 +6 +11 +6 Archery Mastery 20 +20/+15/+10/+5 +6 +12 +6 Bonus Feat Skills at 1st Level: (4 + Intelligence bonus) x4 Skill points at Higher Levels: 4 + Intelligence bonus Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Tumble (Dex) Special Abilities Take Aim Starting at level one the archer begins to learn to focus on his targets and concentrate before letting her arrow fly. As a full round action the archer may aim and gain one point. This point can be used in many ways and the number of points increases by one every six levels. At level one this point may be used to increase both to hit and damage by +1 Point Blank Shot - At Level 1 the Archer gains PBS for free. This may be used in conjunction with the +1 bonus from take aim. Example if the archer uses the take aim ability she may fire 1 arrow with no other actions in the round for a +2 total bonus within 30ft. The +1 from take aim is still used beyond that range. If the archer has rapid shot she cannot apply take aim to it but she can still apply PBS as normal. Called Shot - The archer may take aim on a chosen target by taking a penalty to hit. The called shots allowed are based on the archers skill level. Use the following list. Points from your take aim are spent on the following shots rather than on increasing your bonus to hit or damage. Shots that require 2 points or better in take aim (gained at level 6) • Disrupting Shot - You must ready an action to hit your targets hand as they prepare to attack someone other than yourself. By hitting the hand or arm of the target you incur a penalty to hit equal to your take aim bonus • Crippling Shot - To use this shot you must ready an action to hit your target as it tries to move. If you hit the target is allowed a Fortitude save (DC 10 + archer level + take aim bonus) Shots that require 3 points or better in take aim (gained at level 12) • Disarming Shot - You may attempt to disarm the target by hitting it’s weapon. This shot is preformed at a -4 penalty. • Daunting Shot - This shot is not designed to injure your target. Instead it is a way to show off your incredible skill with a bow. Your target much make at Will save (DC 10 + archer level + take aim bonus) or be shaken for 1d4 rounds • Sundering Shot - You may target a small item such as a belt, a money pouch, or a rope. The shot is made at -6 or worse if the DM feels it’s an especially tricky shot he may increase the penalty to as high as -10 Vital Area Shot - At level 12 the archer’s ability to aim increases further. 3 times per day she may automatically confirm a critical hit. This ability increases to match the bonus from take aim. The target must not be immune to critical hits to use this ability Accurate Shot - The archer needs less time to aim in order to fire arrows more accurately. She can watch her opponents for signs of weakness and fire her arrows as she spots them. When using a full round action the archer can choose to give up any attacks she gets beyond the first. These attacks must be only those he gains from a high BAB. For each shot she gives up she can add a +2 bonus to attack and damage to all the other shots she’s allowed. For example an archer with a +18/+13/+8 could make two attacks at +20/+15 and +2 damage on each shot or she could take one shot at +22 and +4 damage. (Which is the equivalent of just using take aim as a full round action for the +4) Bonus Feats Alertness, Blind Fighting, Combat Reflexes, Dodge (Mobility), Deadeye Shot**, Improved Critical, Improved Initiative, Improved Mounted Combat*, Improved Rapid Shot*, Mounted Combat (Mounted Archery), Penetrating Shot**,Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot), Quick Draw, Ranged Pin*, Telling Blow**, Zen Archery*, Weapon Focus. *From CW **From PHB II Archery Mastery Archer’s Fury - The Archer may fire one arrow at every target within 30 ft. Usable 1/day. Prerequisite: Close Combat Shot, Level 16 Armor Piercing Shot - The Archer learns to find weaknesses in armor and use those to his advantage. For everyone four levels the archer has she may ignore one point of armor protection. If the target is flat footed or loses her dexterity bonus for any reason this bonus is doubled. This is a full round action, however other modifiers can be added to the shot such as Take Aim or Critical Shot. Close Combat Shot - The Archer can shoot arrows with a bow while in a threatened square and not provoke an attack of Opportunity. Critical Shot - This is used in conjunction with the take aim ability. Once this ability is selected the archer may trade her take aim bonus for an improved critical threat range. The archer can aim for vital spots on her targets which increases her odds of scoring critical hits. The critical threat range of the archer’s bow increases by the total of take aim bonus points the archer spends. So her threat range increases to 19-20 if she trades in+1 take aim. If she has more than +1 in take aim she may choose how many points so converts. For example if she has +3 take aim she may opt to keep a +1 or +2 to hit and damage and only lower the threat range by 1 or 2. Greater Weapon Focus - The archer gains an additional +1 to hit with her weapon for a +2 total when combined with weapon focus. These stack with take aim when you use that ability. Prerequisite: Weapon focus in the weapon, Any two other Archery mastery abilities. Improved Armor Piercing Shot - The Archer may fire two arrows in one round with the appropriate bonuses. Prerequisite: armor piercing shot, and level 13 minimum. Marksmen’s Shot - Mental focus is often as important as dexterity to an archer. The archer may add either INT or WIS to damage. She may choose which stat she wants to use at the time this ability is selected. After that it can not be changed. Sneak Attack - This is used in conjunction with the take aim ability. Once this ability is selected the archer may trade his take aim bonus for sneak attack damage. For example a level 12 archer may take aim and fire a shot that does +3d6 sneak attack damage in addition to his standard damage. For more information on sneak attacks see the rogue class in the PHB. Sniper - The archer may make sneak attacks at a range of up to 60 feet. Prerequisite: Any two other archery mastery abilities. Evasion (Ex): an Archer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Archer is wearing light armor or no armor. A helpless Archer does not gain the benefit of evasion. Improved Precise Shot - At level 11 the archer gains Improved Precise shot as a bonus feat. The archer does not need to meet any of the prerequisites for this feat however she most be wearing light or no armor unless she meets all the requirements. |
| FreAkOuTRG02-19-07, 04:31 PM | There's already an archer base class. It's called fighter. :D If you must, there is a "Targetteer" fighter variant somewhere. |
| Nivek Loneshadow02-19-07, 04:51 PM | Gee thanks. I'll just use the worst class in the game to fill my needs. The fighter makes a poor base for a true archer IMHO because of the week reflex saves and full fort saves. The fact that they have heavy armor automatically isn't something I plan to use in an archer build. Plus everyone hates the fighter because it has nothing that defines it as a class except the bonus feats. Here I have tried to add several options that make the archer a far better class for the job than just the standard feats out there. |
| DEMONisbest02-19-07, 05:01 PM | I actualy like this build, but i think the Evasion is being given too soon (id suggest lvl 12) also, archery mastery + bonus feats = 13 + point blank shot at lvl 1 = 14 bonuses thats imo a bit too much (when compared for example to 11 bonus feats for pure fighter) id suggest giving masteries at lvl 1, 3 and every three thereafter (6, 9...) and bonus feats at lvls 4, 8, 12, 16 and 20 that would make it 7 masteries and 5 bonus feats (if im counting right) |
| Nivek Loneshadow02-19-07, 05:13 PM | DEMONisbest - Thank you. I'll keep your thoughts in mind on the totals. My logic was as follows. 1) Many people feel the fighter could have a bonus feat at every level and still be the weakest class. Books such as ToB have really created far better fighters and I'm trying to find a balance with the classes people prefer to play 2) I did drop Medium and Heavy Armor. Further They have d8 HP vs d10. So I was hoping this would allow for extra specials. Evasion - Yes I can see level 12 being a good choice for that. |
| darkneolink02-19-07, 06:43 PM | why don' you use the scout Skirmish instead of the oportunist you're giving here the evasion ummm... your call |
| Nivek Loneshadow02-19-07, 06:49 PM | I was thinking of using the skirmish as another idea. The archer could choose between the SA or the Skirmish styles for example. |
| Ikuraut02-19-07, 06:52 PM | Just modify Ranger a bit. Take away the more nature oriented stuff and replace it with other bonuses. |
| CheeseMan02-19-07, 07:23 PM | i agree with ikuraut, an altered archery-specialized ranger class would make an excellent archer, although aside from Evasion at level 6 i see no glaring flaws with your build |
| supernerd891602-19-07, 08:11 PM | Fighters make fine archers. The targetteer (Dragon magazine 310) even more so. |
| kadeity02-19-07, 08:26 PM | The Targetteer has three really good Abilities. So i usually just take 2 levels fighter and grab 2 of the three and move on. Sure its abilities are nice, but it IS still a fighter. When i play archers i either play a RANGER or i play a SCOUT. Honestly my favorite build to play right now is a Ranger/Scout with Swift Hunter, Improved Skirmish, Manyshot, Greater Manyshot and a Bow Of Splitting. Now, with the new Psychic Warrior variant from the WOTC site the Psychic Warrior makes a pretty good archer. You've got plenty of feats, and an adaptable and really good bow. Soulbound Weapon You can summon a specific weapon to your hand that is bound to your very soul. Level: 1st and 2nd. Replaces: You lose your 2nd-level bonus feat. Benefit: You must choose a soulbound weapon at 1st level and you gain the Weapon Focus feat with this weapon. Also, the first power you learn must be call weaponry. You can summon your chosen soulbound weapon to your hand using call weaponry. At 2nd level, you gain the soulbound weaponclass ability, and the weapon you summon using call weaponry is of the same type as you chose at 1st level. Its physical appearance slowly changes, growing in power as you do. You must manifest the power call weaponry to obtain your soulbound weapon; you retain the weapon for the duration of the power. You may still use the call weaponry power as normal if you wish. This is a specific weapon every time you summon it, and it automatically gains a weapon enhancement at the following levels: 4th +1 weapon 8th +2 weapon 12th +3 weapon 16th +4 weapon 20th +5 weapon Also, add the following augmentation to your call weaponry power: Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement. |
| DEMONisbest02-20-07, 05:15 PM | I have some more suggestions/questions (but you probably wont like them :) ) after checking the class features more thoroughly 1. Why good Will save? Most of the martial classes have poor Will saves and I think nothing about this class is so special mind-wise as to give it good Will save 2. I would remove some of the bonus feats from the list - Iron will, Lightning reflexes, Weapon Finesse as they are not too archery oriented (same goes for Hold the line and) 3. getting Fighter bonus feats is good idea, but i would suggets raising the reqs to 2x Fighter lvl (thus making it impossible to get Greater weapon spec. pre-epic...but thats just my "strange" idea :) ) |
| Metalhun02-20-07, 06:52 PM | When i play archers i either play a RANGER or i play a SCOUT. Honestly my favorite build to play right now is a Ranger/Scout with Swift Hunter, Improved Skirmish, Manyshot, Greater Manyshot and a Bow Of Splitting. . I'm not familiar with the Bow of Splitting. What book can I find it in? Thanx. |
| Drodain02-20-07, 07:01 PM | You'd be surprised how effective a fighter is as an archer, change the saves from fort to reflex and you have a perfect archer. You get every archery feat available just about. My friend at level 25 was firing 10 or 20 shots a round, doing more damage than my FrB could dream of doing. He just couldn't manage to get past DR often. On topic your class is okay. |
| Nivek Loneshadow02-20-07, 09:27 PM | DEMONisbest - I've taken in a lot of what you've said and I dropped Will Saves, Dropped many of the feats (Those you mentioned and a couple others) On fighter bonus feats I dropped that as well. The take aim abilities have been filled out much greater and I still have the special that allows you to add either INT or WIS to damage. I did sneak Greater weapon focus into the archery mastery list. Accurate shot I felt was too powerful as it was so I moved it back many levels. As I said I added more specials to the take aim advancement but I did drop a few feats along the way too. Evasion fits well at level 9 I think. Thats the level the unfettered (AE) and a couple other classes which names elude me now gain it at that point. Again thank you for your help. I hope you don't feel I went to far in this version. It appears they get alot more but the called shots are basically one special with a few ways to use it. They are also more flavor than power out right power. Drodain As I said I simply wanted a new class. I think they are different enough. When you think about it we don;t really NEED anything more than the four base classes (Rogue, Cleric, Wizard and fighter) but it's fun to have new options. How does a fighter get 20 shots at level 25? I don't play epic levels so I don't know the special feats there. Surpassing DR could still be a concern for this class but that can gain good bonuses in they take aim and add both str and either int or wis. ******************* From this point on the comments are on the newer version as the old has been replaced. This is for newer readers |
| DEMONisbest02-21-07, 04:56 AM | from my point of view its a great build now I see you removed the Ranged disarm and Ranged sunder feats and made them into Called Shot special attacks...nice move |
| Nivek Loneshadow02-21-07, 04:09 PM | from my point of view its a great build now I see you removed the Ranged disarm and Ranged sunder feats and made them into Called Shot special attacks...nice move Thank a lot for the praise and the help along the way. Hopefully others will enjoy the class too. |