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| Ryusage04-17-06, 09:14 AM | I don't know if this class has been made before, in that case it's a remake :D By the way this is my first attempt at a class so im looking for advice on adjusting it (is it overpowered, underpowered?) and no flaming please! EDIT: Gave Reflex save a boost and adjusted Incredible Aim EDIT: Total Overhaul! Gave fast movement, point blank shot, gave more skills, more skill points, lowered the hit die, gave it weaker starting package, toned down incredible aim, removed power shot, added reckless shot and limited alignment. 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 are otherwise 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 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: 2d4 gp. |
| Ryusage04-17-06, 11:56 AM | :bump: come on people, I need to know what y'all think! |
| Vadin04-17-06, 04:45 PM | Eh...It's not bad... But it's not exactly...'special'. It's pretty good, but there's nothing about it that really stands out. Not that there needs to be some crazy ability, but this is just a 'guy with arrows who aims and shoots really hard' class. I'd use it. If I were an archer. But I'm not. :D |
| Lucan_Desmond04-17-06, 08:36 PM | Seems a little underpowered actually. Incredible aim isn't that great since you have to forfeit an ENTIRE round just to shoot one arrow. Power Shot is good. NO good saves? C'mon, he deserves at least one, Reflex I'd say. Other than that, this is just a fighter with a few less feats and some ranged abilities instead. Later, Des |
| Ryusage04-18-06, 04:19 PM | :D ok thanks, I'll increase reflex and made the incredible aim idea different... what do you think? I'm always scared of making a class overpowered because it seems to generate more flame than an underpowered one |
| Tempest Stormwind04-18-06, 04:27 PM | You do not need a new class for an archer. Just take a fighter or a ranger (or even a multiclass) and pick appropriate feats. Hit a PrC at the appropriate point if you want, but it's not necessary. Why does this board have such a problem with using existing material to its potential? Is there some allergy to renaming things? If you make a new class, it should fill a niche that no other class fills, and it should have some rockin' new mechanics in it that make it interesting. Oh, and by the way, your wording is nonstandard. Power Shot should be worded like the Order of the Bow Initiate's Precise Shot (with the alternate mode from above worked in) and Incredible Aim is terribly overpowering for a base-class ability (it may be fine in a vacuum, but when combined with pretty much anything else, it becomes sickening.) For examples of existing archers and further proof about the power of critical hits on them, I direct you to KSB Snow Owl's Archer Thread (http://boards1.wizards.com/showthread.php?t=183604). |
| Game_Addy04-18-06, 07:03 PM | hmm, I think that the archer is one who relies on mobility and being able to position himself(possibly the skirmish ability(just make sure it doesn't stack with Power Shot), or a way to get from point A to point B quickly). Secondly, why is there such a high HD? I'm thinking a d4 or d6 would be more fitting as they aren't made to go toe-to-toe. I think more skill points would be helpful for this class. Just my two cents, any changes are upto you:) Michael |
| supernerd891604-18-06, 07:11 PM | suggested changes incredible aim is fine, although I would make it a higher level ability why not make power shot work like power attack? while we are on the subject, I think that an archer would rely on attack rather than damage. Instead of power shot, give him something that allows him to subtract up to his dex bonus (and any pertinent dodge/ miscellaneous bonuses that are lost with dex) for attack (1:1 basis, although might improve) |
| Ryusage04-19-06, 04:49 PM | Making changes now... |
| Ryusage04-19-06, 04:49 PM | OK... i've tried to take everyone's advice (especially what Game_Addy said about mobility and looking around for a good shot). I still think it might be a little overpowered... should I put the hit die down to d4? |
| Lotus Crane04-19-06, 05:58 PM | OK... i've tried to take everyone's advice (especially what Game_Addy said about mobility and looking around for a good shot). I still think it might be a little overpowered... should I put the hit die down to d4? No, dropping a non-spellcasting primary combatant's HD down to d4 is the absolute last thing anybody should do as far as design balance is concerned. If you're worried about him being overpowered, either reduce the skill points to 4 + Int, or reduce the number of bonus feats he gets. A d6 is already stretching things a lot. |
| Ryusage04-20-06, 03:06 PM | I gave him the d6 because that's what a rogue gets and they to some degree have the same combat strategy: staying out of harm's reach and helping the party's fighter/barbarian/monk/ranger. |