| Post/Author/DateTime | Post |
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| Mecha Zero04-23-06, 03:52 PM | I was reading over another board and I noticed a class or prc. called archer. I was wondering if anyone hade heard of it? I have a fellow player who enjoys droping our enemies like flies from 100+ feet away. I was curious if it was a class on one of the boards, or found in one of the many D&D books out there? If you have heard of the archer class could you list where I can find it an maybe the prerequisites to get in, and the class discription? Thanks Mecha Zero. |
| Mitchell04-24-06, 02:21 AM | I am unaware of an official "Archer" class, PrC or otherwise. There is the Arcane Archer, of course, and some other classes/PrCs that are bow-oriented, but no "Archer", per se. |
| Mecha Zero04-24-06, 02:57 AM | I've been playing for about 5 years and I had never heard of it eather. I actualy realy like the Arcane Archer alot one of my favorit Npc. to run during elf encounters. I coulden't find the list of Classes and Prcs they had posted to just check. thaks for the help Mitchell Mecha Zero |
| Tempest Stormwind04-24-06, 03:04 AM | Just rename the fighter or the ranger and go to town. Hell, the CLERIC can make a damn fine archer if his player's not asleep. There are, however, numerous prestige classes that can specialize or augment your archery. See the results here (http://boards1.wizards.com/showthread.php?t=183604). |
| Avalon JaKoro04-24-06, 11:29 AM | Aside from Arcane Archer, I have not heard of any "archer" classes or PrCs. However, I can provide some tips as to creating a good archer. Lots of people think that a good way to go about it is to have a ranger who chooses ranged style over two weapon fighting style because he/she gets certian range based feats automatically at certian levels regardless of weather or not he has the prerequsites. If you ask me though, a better way to go might be fighter because they get so many extra combat based feats and the range feats that the ranger gets are included in the combat feats. If you pick your feats right, you can have one really kick ass archer. |
| MerlintheTuna04-24-06, 04:40 PM | First of all, some people will say the Cleric is the best archer. This is shady, if not entirely wrong. The Cleric is a fantastic archer if he goes out of his way to select spells that boost his stats rather than support his party. Furthermore, these spells aren't acquired until mid-level (9th for Righteous Might), AND it requires him to spend a few rounds buffing in order to BECOME effective. And both Righteous Might and Divine Power are 1 round/level, so basically, unless you devote a horrendous number of slots to RM and DP, the Cleric is an incredible archer for a few rounds of a single combat per day, provided he is alloted time to prepare himself for battle. Given that one of the chief advantages of archery is the ability to make attacks while the other person is trying to get to you, this is a pretty miserable plan. The bottom line is that the Cleric is not a good archer except under unlikely circumstances, and thus is not a very good archer. That leaves 2 options, pretty much -- the Ranger and the Fighter. For straight damage-dealing potential, the Fighter wins. I'm actually in a campaign with a Human Fighter who focuses solely on Archery, and it gets pretty ridiculous how effective he is during battle. His only role in the group is a blaster (no arcane magic users for us), but he's good enough at it that the rest of us hardly ever score kills. However, part of his effectiveness is based on the fact that all 3 other party members are perfectly content being in the front lines. Therein lies one of the Ranger's advantages -- his animal companion can make an extra body to get in the way of things to provide him cover. Basically, the standard 4-man party is: tank, secondary fighter, blaster, healer. A fighter archer will make a great blaster, but is likely to suffer as a secondary fighter, as there are fewer bodies between him and the enemy. The ranger, on the other hand, can send his animal companion up as a buffer while launching arrows, letting Fluffy take on the secondary-fighter role. He also has the ability to use Cure wands, which will take some of the pressure off of the cleric, who then has the option of doing a little bit of meatshielding of his own. The bottom line is that a fighter will make an archer that's a one-trick pony. It's a hell of a trick, but it's still all alone. The ranger & his companion can fill other party roles if necessary, but doesn't quite have the same potential for sheer damage dealt. |
| KnightErrant04-26-06, 12:40 AM | One archer prestige class that I can think of is Order of the Bow Initiate from Complete Warrior. For base class use Ranger, Scout, or Fighter. |
| lukenbocker04-27-06, 02:39 PM | However, I can provide some tips as to creating a good archer. Lots of people think that a good way to go about it is to have a ranger who chooses ranged style I'm currently playing a Ranger going with the ranged style moving toward a prestige class. The prestige class is Cragtop Archer out of the Races of Stone book I believe. I haven't had much time to look really deep into this but the time that I spent looking into the class shows that it is possible to shoot an arrow up to 4950 ft. That is 330' less than 1 mile. I hope I can explain this correctly. First you want to purchase a Composite Longbow Range 110' and you will need to have it enchanted with the Ranged magic found in the DMG. This increases the range to 220'. With the far shot feat you get 1-1/2 times the base range which now puts you at 330'. For a normal attack any character may decide to take a -2 penalty and shoot an additional range increment. Standard rules limit you to 10 range increments. By taking 10 range increments you would be able to shoot 3,300' (-20 penalty). Why you would do that I don't know but it is possible. When you gain the requirements for Cragtop Archer you will be able to correct the penalties. Farsight feat gives the archer improved vision allowing the archer to take only a -1 penalty for each additional range increment. Now you're down to -10 penalty for shooting 3,300'. Arching Shot feat allows the archer to shoot further (with at least 40' of vertical clearance). This feat gives the archer the ability to take up to fifteen range increments. Now you are shooting 4,950' but are taking a -15 penalty. (not so bad if you are hunting dear from that far, not so good for dragons) Horizon Shot is the last and greatest feat but has its drawbacks. You will now be able to hit that dragon from 4,950' without taking any penalties for range increments! But this must be made as a full round action. By this time you are probably close to level 13 and are making 3-4 attacks per round, but you can sacrifice those extra attacks for that one sure shot. I hope this works for you and I hope that I've explained all of the bonuses correctly. If I have not I'm sure someone will let me know. But as far as I see it, IT WORKS. |
| Ryusage04-27-06, 03:08 PM | The Archer is a base class of my creation... mind you it's still underconstruction as I'm not sure if it's balanced but I'm gonna start a new thread for more input on it's balance. 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, which they otherwise are very low on. Alignment:Any Non-Chaotic Hit Die:d6 Class Skills The Archer's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis) and Swim (Str). Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier. Spells Lvl BAB Fort Wil Ref Special 0 1 2 3 4 5 6 7 8 9 1 +1 +0 +0 +2 Point Blank Shot, Fast Movement - - - - - - - - - - 2 +2 +0 +0 +3 Bonus Feat - - - - - - - - - - 3 +3 +1 +1 +3 Reckless Shot - - - - - - - - - - 4 +4 +1 +1 +4 -- - - - - - - - - - - 5 +5 +1 +1 +4 Bonus Feat - - - - - - - - - - 6 +6/+1 +2 +2 +5 -- - - - - - - - - - - 7 +7/+2 +2 +2 +5 -- - - - - - - - - - - 8 +8/+3 +2 +2 +6 Bonus Feat - - - - - - - - - - 9 +9/+4 +3 +3 +6 -- - - - - - - - - - - 10 +10/+5 +3 +3 +7 -- - - - - - - - - - - 11 +11/+6/+1 +3 +3 +7 Bonus Feat - - - - - - - - - - 12 +12/+7/+2 +4 +4 +8 -- - - - - - - - - - - 13 +13/+8/+3 +4 +4 +8 -- - - - - - - - - - - 14 +14/+9/+4 +4 +4 +9 Bonus Feat - - - - - - - - - - 15 +15/+10/+5 +5 +5 +9 Incredible Aim - - - - - - - - - - 16 +16/+11/+6/+1 +5 +5 +10 -- - - - - - - - - - - 17 +17/+12/+7/+2 +5 +5 +10 Bonus Feat - - - - - - - - - - 18 +18/+13/+8/+3 +6 +6 +11 -- - - - - - - - - - - 19 +19/+14/+9/+4 +6 +6 +11 -- - - - - - - - - - - 20 +20/+15/+10/+5 +6 +6 +12 Bonus Feat - - - - - - - - - - Class Features All of the following are class features for the Archer. Weapon and Armor Proficiencies: An Archer is proficient with all simple weapons, all martial light weapons and all martial and exotic bows. He is proficient with light armour but not shields. Point Blank Shot: An archer automatically gains this feat at first level. Bonus Feat: At second level and every third level after that, an Archer chooses a bonus feat. This feat must be combat-oriented. Fast Movement (Ex): If an archer is wearing light or no armour and is carrying a light load, his speed increases by 10 feet. Incredible Aim (Ex): An archer may take a full-round action to observe an opponent carefully and fire a single arrow. This arrow is an automatic hit with a 12.5% chance of a critical hit (roll a d8. If the result is 8, consider it a critical hit). This ability can be used a number of times a day equal his dexterity modifier. This ability can only be used if the archer is in light armour or no armour and if carrying a light load. The archer must have line of sight with the target and there cannot be anything between them. Reckless Shot (Ex): An archer may sacrifice a portion of her dexterity modifier to Armor Class in order to add the same modifier to his attack bonus for all attacks made that turn. The penalty to Armor Class lasts until the beginning of the archer's next turn. This ability can only be used if the archer is in light armour or no armour and if carrying a light load. Elf Archer Starting Package Armor: Leather Armour (+2 AC, armor check penalty +0, speed 30ft, 15lbs) 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. |
| Elemental_Master04-27-06, 05:11 PM | Bump back incredible aim one level and give him light martial melle weopens otherwise the shortsword makes no sense. This is one of those classes I would definetly take as its like a rogue with fighter ranged power. |
| kenoza04-29-06, 04:00 AM | there is a PrC called peerless archer in the sorce book silver marches. if your looking for damage output it has an ability similar to power attack but for ranged weapons.. too cool |
| Garidas04-29-06, 05:03 AM | If you didn't know, fighter and archer is the same thing, except that archer takes higher dexterity and bow feats. |
| Elemental_Master05-05-06, 07:19 AM | If you didn't know, fighter and archer is the same thing, except that archer takes higher dexterity and bow feats. Yes that wat PHB wants u to think!But no one will wear full plate with a bow as then the dex max will make it imposible to shoot. and FYI this Archer class is basically a tweaked fighter to me more archer like. |
| KnolanCross05-05-06, 11:12 AM | Yes that wat PHB wants u to think!But no one will wear full plate with a bow as then the dex max will make it imposible to shoot. Why that? Max dex modifier is only to AC not to ranged attacks, take a look at the "Does it stack" article. I created one too, not finished yet though, main abilities are: Aimed Shot (FR action, add lvl/5 d6 +1/lvl of extra damage) Deadly aim (add a part of the dex modifier to damage, +1 at lvl 2 and increases by one at the levels: 5, 8, 11, 14, 17 and 20. Close combat shots: Attack without causing AOs. Treating attack: (lvl 10) choose one oponent, you can make one AO against him. At lvl 19 you may choose two oponents. Manyshot (6th lvl), Weapon specialization (4th) and greater WS (12th): Check the feats decrition. Shot precision: Reduce Many shot penalities. Double Many shot (lvl 20): As a FR action, he may use the manyshot feat twice, shot precision only applies to the first try. |