Archer remake (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Ryusage

04-16-06, 06:15 PM
I don't know if an archer class has been made but it must have been... so i guess this is a remake. this is my first class so bear with me... i want to know if this is overpowered, underpowered or any changes that are logical or would make this class better/more playable. so here goes:

THE ARCHER
Abilities:Dexterity is crucial for the archer's ranged attacks and for extra protection, since they generally wear light armour. A high Strength score can be useful for composite bows and for melee. Constitution provides them with extra hit points.
Alignment:Any
Hit Die:d8

Class Skills
The Archer's class skills (and the key ability for each skill) are Craft (int), Diplomacy (cha), Forgery (Int), Handle Animal (cha), Hide (dex), Jump (str), Search (int), Spot (wis) and Swim (str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.


Spells
Lvl BAB Fort Wil Ref Special 0 1 2 3 4 5 6 7 8 9
1 +1 +0 +0 +0 Bonus Feat - - - - - - - - - -
2 +2 +0 +0 +0 Bonus Feat - - - - - - - - - -
3 +3 +1 +1 +1 -- - - - - - - - - - -
4 +4 +1 +1 +1 Power Shot 1d6 - - - - - - - - - -
5 +5 +1 +1 +1 Bonus Feat, Incredible Aim +5 - - - - - - - - - -
6 +6/+1 +2 +2 +2 -- - - - - - - - - - -
7 +7/+2 +2 +2 +2 -- - - - - - - - - - -
8 +8/+3 +2 +2 +2 Bonus Feat, Power Shot 2d6 - - - - - - - - - -
9 +9/+4 +3 +3 +3 -- - - - - - - - - - -
10 +10/+5 +3 +3 +3 Incredible Aim +7 - - - - - - - - - -
11 +11/+6/+1 +3 +3 +3 Bonus Feat - - - - - - - - - -
12 +12/+7/+2 +4 +4 +4 Power Shot 3d6 - - - - - - - - - -
13 +13/+8/+3 +4 +4 +4 -- - - - - - - - - - -
14 +14/+9/+4 +4 +4 +4 Bonus Feat - - - - - - - - - -
15 +15/+10/+5 +5 +5 +5 Increbible Aim +10 - - - - - - - - - -
16 +16/+11/+6/+1 +5 +5 +5 Power Shot 4d6 - - - - - - - - - -
17 +17/+12/+7/+2 +5 +5 +5 Bonus Feat - - - - - - - - - -
18 +18/+13/+8/+3 +6 +6 +6 -- - - - - - - - - - -
19 +19/+14/+9/+4 +6 +6 +6 -- - - - - - - - - - -
20 +20/+15/+10/+5 +6 +6 +6 Bonus Feat, Incredible Aim +15, Power Shot 5d6 - - - - - - - - - -

Class Features
All of the following are class features for the Archer.
Weapon and Armor Proficiencies: An Archer is proficient with all simple weapons and all martial and exotic bows. He is proficient with light armour but not shields.

Bonus Feat: At first level, second level and every third level after that, an Archer chooses a bonus feat. This feat must be combat-oriented.

Incredible Aim (Ex): An archer may take a full-round action to observe an opponent carefully and fire a single arrow for a bonus on his attack roll. You cannot do anything else during the round in which you perform this action. The bonus is added to your attack bonus with the selected bow. The bonus begins at +5 and increases every fifth level.

Power Shot (Ex): An archer may pull the arrow back harder to cause more damage. This ability has two options: 1) You spend a full-round action to do this and take no other action during your turn. Add the damage listed to the damage your bow does. or 2) Consider this a normal ranged attack but each power shot is done at a -10 penalty.

Elf Archer Starting Package
Armor: Chain Shirt (+4 AC, armor check penalty -2, speed 30ft, 25lbs)
Weapons: Shortsword (1d6, 19/20x2, 2lb, one-handed, piercing)
Longbow (1d8, x3, 100ft, 3lb, piercing)
Skill Selection: Pick a number of skills equal to 4+Int modifier.
Feat: Weapon Focus (Longbow).
Bonus Feat (archer): Point Blank Shot.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Quiver with 20 arrows.
Gold: 4d4 gp.