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| Shoes10-10-03, 03:13 AM | Archer A warrior based for ranged attacks with the ranged attacks. The archer has been known for many names depending on what type of weapon they use. They been known as the archer (based for a bow), the crossbow man (based for a crossbow), and even a gunslinger (based for firearms). Game Rule Information Archers have the following game statistics: Abilities: Dexterity is a critical ability score for archers, considering their heavy reliance on ranged weapons. Constitution is important for giving archers lots of hit points. A decent Wisdom and Intelligence is needed for certain archer-based abilities, skills, and feats. Alignment: Any Hit Dice: d8 Starting Wealth: 5d4 x 10 gp Class Skills The archer's class skills (and the key ability for it) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Jump (Str), Search (Int), Ride (Dex), Spot (Wis), and Swim (Str). See Chapter 4: Skills of the PHB for skill descriptions. Skills Points at 1st Level: (2 + Intellgience modifier) x4 Skill Points at Each Additional Level: 2 + Int modifier Level Base Attack Bonus Fort/Ref /Will Special 1st +1 +0 /+2 /+0 Point Blank Shot, Increased Ranged 2nd +2 +0 /+3 /+0 Bonus Feat 3rd +3 +1 /+3 /+1 4th +4 +1 /+4 /+1 Clever Shot 5th +5 +1 /+4 /+1 Bonus Feat 6th +6/+1 +2 /+5 /+2 7th +7/+2 +2 /+5 /+2 Improved Point Blank 8th +8/+3 +2 /+6 /+2 Bonus Feat 9th +9/+4 +3 /+6 /+3 10th +10/+5 +3 /+7 /+3 Weapon Specialization 11th +11/+6/+1 +3 /+7 /+3 Bonus Feat 12th +12/+7/+2 +4 /+8 /+4 13th +13/+8/+3 +4 /+8 /+4 Careful Aim 14th +14/+9/+4 +4 /+9 /+4 Bonus Feat 15th +15/+10/+5 +5 /+9 /+5 16th +16/+11/+6/+1 +5 /+10 /+5 Greater Point Blank 17th +17/+12/+7/+2 +5 /+10 /+5 Bonus Feat 18th +18/+13/+8/+3 +6 /+11 /+6 19th +19/+14/+9/+4 +6 /+11 /+6 Dead Shot 20th +20/+15/+10/+5 +6 /+12 /+6 Bonus Feat Class Features The following are class features of the archer. Armor and Weapon Proficiency: The archer gains proficiency with all simple weapons, shortbow, and longbow. They are also proficent with both composite and mighty versions of the shortbow and longbow. In addition, archers are proficient in the use of arrows as melee weapons, meaning they do not suffer the standard -4 penalty for using an arrow in melee. They are proficent with light and medium armor, but not with shields. Note that armor check penalties for armor heavier that leather apply to the skills. Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried. Point Blank Shot (Ex): At 1st level, an archer gains the feat Point Blank Shot for free, even if he doesn't make the prerequisites. Increased Range (Ex): At 1st level, the archer may increase his Range Increment with his ranged weapon by the per level bonus and increases at 5th level and every five levels afterward, (1st +10, 5th +20, 10th +30, 15th +40, 20th +50). Bonus Feat: At 2nd level, the archer gets a bonus feat in addition to the normal feats a character gets. The archer gains an additional bonus feat at 5th level and every three levels thereafter (8th, 11th, 14th, etc.).These bonus feats must be drawn from the following list. Arrow Cleave, Arrow Stab, Blind-Fight, Combat Reflexs, Crack Shot, Dead Aim, Defensive Shot, Diving Shot, Ducking Shot, Dodge, Exotic Weapon Proficiency, Far Shot, Improved Critical, Improved Initiative, Improved Precise Shot, Improved Rapid Shot, Many Shot, Mobility, Precise Shot, Quick, Quick Draw, Ranged Expertise, Rapid Reload, Rapid Shot, Sharpshooter, Spring Attack, Suppressive Fire, Weapon Focus. Some of these bonus feats avaiable to an archer cannot be acquired until the archer has gained one or more prerequisite feats. Clever Shot (Ex): At 4th level, the archer may angle his shots to inflict the most damage possible. He gains damage bonus equal to his Dexterity modifer with all bows, crossbows, and firearms only within his point blank increment. This bonus does not stack with bonuses from Strength modifiers from a mighty composite longbow, the archer uses precise aim over muscle. Improved Point-Blank Shot (Ex): At 7th level, the archer’s ability to hit targets within point blank with his primary weapon improves. The range increment for point blank is now consider to be extended out to 60 feet. This ability supersedes (does not stack with) the Point-Blank Shot feat. Weapon Specialization (Ex): At 10th level, the archer becomes eligible to take the Weapon Specialization feat. He does not gain the feat as a bonus feat, and must still gain the feat under normal prerequisites. This may only be taken into a ranged weapon. Careful Aim (Ex): At 13th level, as a full-round action, the archer may add his Wisdom modifier to his attack roll and damage roll to any one ranged attack once per round. Greater Point-Blank Shot (Ex): At 16th level, the archer’s ability to hit targets within point blank with his primary weapon improves. The range increment for point blank is now consider to be extended out to 90 feet. This ability supersedes (does not stack with) the Point-Blank Shot feat. Dead Shot (Ex): At 19th level, the archer can cause one ranged attack he makes against a flat-footed opponent to automatically become a critical threat. This must be declared before an attack roll is made. If the attack misses, the ability is wasted. This ability may be used once per day. New Feats Arrow Cleave [General] You can follow through with poweful shots. Prerequisites: Str 13+, Point Blank Shot Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra ranged attack against another creature directly in the path of the arrow. The creature must be in the same range increment as the original target, and the second attack is at the same bonus as the original attack that dropped the previous creature. Special: An archer may select this feat as one of his archer bonus feats. Arrow Stab [General] When fighting with a string bow, you may make a melee attack against an adjacent opponent with one of your arrows. Prerequisites: Defensive Shot bBenefits: When fighting with a string bow, you may make an attack against as opponent within a area that you threaten. You gain an additional melee attack equal to your next attack that must be made with the arrow you are notching. The melee attack and the following ranged attack are both made with a -2 penalty. Special: An archer may select this feat as one of his archer bonus feats. Crack Shot [General] You are skilled at making well-placed shots at targets behind cover. Prerequisites: Precise Shot. Benefit: When you make a ranged attack against an opponent behind cover, the target's cover bonus to Armor Class is halved. Special: An archer may select this feat as one of his archer bonus feats. Dead Aim [General] You are capable of lining up deadly shots with ranged weapons. Prerequisites: Wis 13+, Far Shot Benefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus and critical range is doubled on your next attack roll. Once you begin aiming, you can't move, even to take a 5-foot step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if your concentration is disrupted or you are attacked before your next attack, you lose the benefit of aiming (Concentration check, DC = 10 + damage dealt). Special: An archer may select this feat as one of his archer bonus feats. Defensive Shot [General] When you fire a weapon while adjacent to an opponent, you do not draw an attack of opportunity. Prerequisites: Dodge, Point Blank Shot. Benefit: When firing a weapon while in a opponent's threatened area, you do not provoke an attack of opportunity against your enemies. Special: An archer may select this feat as one of his archer bonus feats. Diving Shot [General] You are trained in fast, acrobatic, defensive manoeuvres while in ranged combat. Prerequisites: Point Blank Shot, Shot on the Run. Benefit: When using the attack action with a ranged weapon in the same round in which you used a move action to move at least 20 feet, you gain a +2 dodge bonus to your Armor Class against ranged attacks. Special: A archer may select this feat as one of his archer bonus feats. Ducking Shot [General] You are skilled at dodging while using your ranged weapon. Prerequisites: Point Blank Shot, Dodge. Benefit: You get a +2 dodge bonus to Armor Class against attacks against enemies in melee with you caused while making a ranged attack. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your dodge bonuses. Special: An archer may select this feat as one of his archer bonus feats. Improved Rapid Shot [General] You are a expert at firing weapons with exceptional speed Prerequisites: Rapid Shot, base attack bonus +2 or higher Benefit: When using the Rapid Shot feat, you can ignore the -2 attack penalty on all of your range attacks. Special: An archer may select this feat as one of his archer bonus feats. Quick [General] You are deft and light on your feet. Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves. Note: This feat is originally by shadowfoot. Ranged Expertise [General] You are trained to stay light on your feet when fighting at range. Prerequisite: Wis 13+, Point Blank Shot Benefit: When you use the attack or full-attack action with a range weapon, you may take a penalty up to -5 to gain the same number as a bonus to your AC (up to +5). this number may not exceed your base attack bonus and lasts until your action next round. This is a dodge bonus. Special: An archer may select this feat as one of his archer bonus feats. Sharpshooter [General] You can focus your range strikes to hit vital areas. Prerequisite: Dex 13+, Int 11+, Point Blank Shot Benefit: On your action, before making an attack roll at range you may take a penalty up to your base attack and add the same number to all of your damage rolls. This number may not exceed your base attack bonus. These bonuses and penalties last until the end of you action. Special: An archer may select this feat as one of his archer bonus feats. Suppressive Fire [General] You may pin down a location and make attacks of opportunity against those crossing, entering, or moving through the line. Prerequisite: Point Blank Shot, Combat Reflexes Benefit: As a standard action you may nominate a strait or diagonal line of squares. As long as you do not move, you may expand an attack of opportunity to fire your weapon at anyone crossing, entering, or moving through that nominated line of squares. The number of squares in the line is only limited by the first range increment of the range weapon. Special: An archer may select this feat as one of his archer bonus feats. Comments, ideas, &/or suggestions? |
| ebaatezu11-04-03, 08:32 AM | i like this version of it :) it has a nice progression and some decent feats imo... :) |
| Invisible Blade11-29-03, 10:57 AM | To many feats |
| DrinktheMadness12-01-03, 10:37 AM | I really like it. I have always loved playing as an Archer, now you make all the more esay to make one. Many thanks! My i say you might consider making it have a few less feats though.;) |
| Hogre12-01-03, 11:58 AM | I think a core archer is much less necessary than it once was. The 3.5 ranger very nicely fills this role. |