Archer. PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
Windspear

10-16-07, 05:11 PM
Archer
The battle is not won only by fighters charging the other army, or wizards blasting the battlefield with fireballs. It is won also by heavy showers of arrows that block out the sun.
These arrows are shot by skilled archers, that know exactly where to aim their deadly arrows.
GAME RULE INFORMATION
Archers have the following game statistics.
Abilities: Archers need dexterity in order to aim ranged weapons.
Strength is also important for purposes of damage with bows.
Alignment: Archers usually tend twards lawful alignments bacause of the extensive training required to use a bow.
Hit Die: d10.
Class Skills:
The archer's class skills (and key abilities for each skill) are:
Climb (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Jump (STR), Ride (DEX), Spot (WIS) and Swim (STR).
Skill Points at 1st Level: (2+INT modifier)X4
Skill Points at Each Additional Level: 2+INT modifier.
Class Features:

Level BAB F R W Special
1st 1 2 2 0 Weapon Focus
2nd 2 3 3 0 Archery Skill
3rd 3 3 3 1 Uncanny Dodge, Bonus Feat
4th 4 4 4 1 Weapon Specialization
5th 5 4 4 1 Seeker Arrow
6th 6/1 5 5 2 Bonus Feat
7th 7/2 5 5 2 Archery Skill
8th 8/3 6 6 2 Improved Uncanny Dodge
9th 9/4 6 6 3 Ranged Weapon Mastery, Bonus Feat
10th 10/5 7 7 3
11th 11/6/1 7 7 3 Greater Weapon Focus
12th 12/7/2 8 8 4 Archery Skill, Bonus Feat
13th 13/8/3 8 8 4 Greater Weapon Specialization
14th 14/9/4 9 9 4
15th 15/10/5 9 9 5 Bonus Feat
16th 16/11/6/1 10 10 5
17th 17/12/7/2 10 10 5 Archery Skill, Hail of Arrows
18th 18/13/8/3 11 11 6 Bonus Feat
19th 19/14/9/4 11 11 6
20th 20/15/10/5 12 12 6 Arrow of Death


Weapon and Armor proficiencies: The archer is proficient with all ranged weapons as well as simple and martial light and one-handed weapons.
They are proficient with light armor and only with the buckler.
Weapon Focus: At 1st level, the archer recives Weapon Focus with one ranged weapon of his choice as a bonus feat.
Archery Skill: Begining at 2nd level and every 5 levels afterwards the archer recives an archery skill (see Archery Skill List below). From 12th level the archer can change one skill for another every time he gets a skill.
Uncanny Dodge: At 3rd level, an archer retains his DEX bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his DEX bonus to AC if immobilized. If an archer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Bonus Feat: At 3rd and every 3 levels after, the archer may choose a feat from the fighter bonus feat list, but only those who relate to ranged fighting.
Weapon Speciliazation: At 4th level an archer recives Weapon Speciliazation with the weapon he chose to take Weapon Focus with at 1st level as a bonus feat.
Seeker Arrow: At 5th level, an archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Improved Uncanny Dodge: At 8th level and higher, an archer can no longer be flanked. This defense denies a rogue the ability to sneak attack the archer by flanking him, unless the attacker has at least four more rogue levels than the target has archer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Ranged Weapon Mastery: At 9th level an archer gains Ranged Weapon Mastery with the type of weapon he chose at 1st level for Weapon Focus as a bonus feat.
Greater Weapon Focus: At 11th level the archer recives Greater Weapon Focus with the same weapon he chose at 1st level for Weapon Focus as a bonus feat.
Greater Weapon Speciliazation: At 13th level the archer recives Greater Weapon Speciliazation with the same weapon he chose at 1st level for Weapon Focus as a bonus feat.
Hail of Arrows: At 17th level the archer can use a full-round action to shoot an arrow at every target within range, to a maximum of his archer level-10.
Arrow of Death: At 20th level, an archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.


As Far as the Eye Can See
Called Shot
Disarm
Melee Archer
Pin Down
Trip


As Far as the Eye Can See:
An archer can double the range increasment of a weapon (20 increasment instead of 10). For every increasment above 10 an archer needs to make a DC 20+1/increasment spot check. In addition, the penalty for range increasment still applys normally.

Called Shot:
An archer can accept a penalty of -1 to -5 to attck and recive +1 to +5 to damage. If the archer is using a composite bow, the bonus to damage is multiplied by one half of the STR bonus (rounded down, minimum of 1).

Disarm:
An archer may make a disarm attempt with a ranged weapon. Normal disarm rules apply.

Melee Archer:
An archer with this skill doesn't provoke an attack of opportunity while firing a ranged while threatened. He may also flank with a ranged weapon as well as ignore the -4 penalty for shooting into melee.

Pin Down:
An archer may accept a -4 penalty to attack to fire an arrow at the enemie's leg, thus pinning him to the ground. A pinned opponent cannot move, and may only add one half of his DEX bonus to AC (this doesn't give a rogue the ability to sneak attack him).

Trip:
An archer may make a trip attempt with a ranged weapon. Normal trip rules apply.
RysanMarquise

10-16-07, 08:45 PM
The class seems to be a combination of Arcane Archer and Fighter. I know there is another class those archery tricks come from but for some reason I cannot think of it right now.

Now, if I was to compare this to a Fighter, I would probobly be forced to say this is right-out better, at least for ranged combat. He gets the same number of feats, and any feats which you need to be a fighter for he gets automatically without necessarily meeting the prerequisites. It is for one weapon only, but ideally you are one specializing in one weapon anyway. At this point then, it is a Archery spec'd fighter with better saves.

When comparing it to, lets say, arcane archers you lose a trick or two with the spells and the enchanted arrows, but you likely can mimic those at an equivalent level where you would get them for the class. Still a disadvantage mind you, but not the biggest one. Then you get pretty much all of their other tricks. One of their better ones, Hail of Arrows, you get a better version of as their version is usable only once per day. You can probobly fire less, but you still will be killing huge groups of weaker enemies almost as well as a caster can (depending upon how weak they are).

Then you get the archery tricks, which are quite nice and the main point of yet another presitige class. I am not sure how much less you get, but I am pretty much certain it is most of them, again.

To top it all off, you also get the lesser and greater of the Uncanny Dodges.

Basically this class has all of the power of a fighter (admittedly by most standards a bit weak) and more than half the power of two other presige classes. Seems a might bit overpowered by my standards.

I would reduce the archery skills a bit, make hail of arrows once per day, remove improved uncanny dodge, and make him qualify for feats as if he was a fighter of equal level but not give him all of those feats automatically. Maybe give him an extra once at first level because of this.
runestar

10-16-07, 09:49 PM
Warmage is pretty much the only archer you need these days.:)
Dyax

10-16-07, 10:04 PM
i think you should add something like close quarters ranged combat and i think seeker arrow is a bit much
JackSnape

10-16-07, 10:22 PM
I think it's good, but a touch over powered. I think Level 5 is too early for the seeker arrow and I think he should get a poor Fort save since he has full BAB.
Over all I'd say you made yourself an archer, and I think a homebrew archer is handy to have around :)
Windspear

10-17-07, 08:22 AM
i think you should add something like close quarters ranged combat
Look at the archery skills.

and i think seeker arrow is a bit much
No problem changing that.

I would reduce the archery skills a bit,
Why? That's the main point of the class.
make hail of arrows once per day,
Didn't I say it was once per day? Woopsy...
remove improved uncanny dodge,
Fine.
and make him qualify for feats as if he was a fighter of equal level but not give him all of those feats automatically. Maybe give him an extra once at first level because of this.
Don't know...
With all the things you said (which make sense) I don't know if I should cut that out. See how the final version comes out and then say.