ARCHER, martial controller [PEACH]

Post/Author/DateTimePost
#1

ciaran

Nov 25, 2011 19:49:41

Here is a project I stopped working on in 2009. I started up again last month and now have a finished 10 level draft.


My Intentions:


To create a martial controller, a kind of ranged Fighter, that does not simply have Fireballs and such reflavored into swarms of arrows. To create a class that rewards a diversified ability score arrangement as much as a concentrated one.


Design:


Class features: Take Aim was the first idea I had for this class a very long time ago, and it has undergone numerous changes. I hope it serves act as a punishment to enemies who leave the archer alone, allowing him to remain stationary. Grazing Shot and Multishot serve to turn the single target ranged attacks of the archer into a controller who can effect groups. Archer Weapon Talent, Fletcher, and Increased Range are as much for flavor as anything else.


At-Wills: I made loads because I think a class's at-will selection helps establish its identity. I can always prune it down as we go.


Encounters: As a baseline at each level, there is 1 standard action attack, 1 minor, and 1 immediate. Each I hope has its own strengths.The minors are for strengthening a striker secondary role and the immediates strengthens the primary role I think. I had toyed with giving the standards defender aspects, but that led to mixed results.


Dailies: At each level there are two attacks with save ends effects and 1 zone. I am excited about the zones.


Utilities: I wanted these to focus on defense, mobility, and skills.


 


ARCHER

CLASS TRAITS
Role: Controller. You break up enemy formations and wreak havoc on their numbers, from behind your own allies’ line.
Power Source: Martial. You have attained your level of mastery through years of practice, honing steady hands and keen senses.
Key Abilities: Dexterity, Intelligence, Strength, Wisdom


Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, short sword, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex


Hit Points at 1st Level: 10 + Constitution Score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution Modifier.


Trained Skills: From the class skill list below, choose four trained skills:
Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Perception (Wis), Stealth (Dex)


Build Options: Mighty Archer, Sniper, Zen Archer
Class features: Grazing Shot, Multishot, Take Aim, Archer Weapon Talent


CLASS FEATURES

Piercing Shot

Your arrow passes through your enemy and comes to rest in another
At-Will * Martial, Weapon
Free Action
Trigger: While using a ranged weapon, you hit a creature that is granting cover to another creature.
Effect: The creature that has cover from the creature you hit takes damage equal to your Dexterity modifier.
Special: You can use this power once per round.

Multishot
When you use a standard action to attack one creature with a ranged weapon, you can target one additional creature adjacent to the target. At 11th level you can target two additional creatures. At 21st level you can target three additional creatures.

Take Aim
Archery is not simply finding your target, nor is it one skill. You focus all of your experience and talent into one perfect shot.
At-Will * Martial
Move Action    Personal
Effect: Apply one of following benefits to the next ranged weapon attack you make before the start of your next turn:
-Add your Strength modifier as a power bonus to the damage roll, if you are using a bow or thrown weapon.
-Add half of your Intelligence modifier as a power bonus to the attack roll and your Intelligence modifier as a power bonus to the damage roll, if you are using a bow or crossbow and have superior cover or total concealment from the target.
-Reduce the combined penalty to attack from cover, concealment, superior cover and total concealment by a number equal to your Wisdom modifier, if you are using a bow or sling.


Archer Weapon Talent: You can treat heavy thrown weapons as light thrown weapons. You can treat a ranged weapon as though it were a club when you use it as an improvised melee weapon.


NEW KEYWORD

Cover Fire: Attacks that have this keyword create a zone into which the Archer can make ranged attacks as opportunity actions. These opportunity actions are triggered by specific conditions defined in the power’s entry. The Archer can move the zone to any location within 20 squares as a standard action, or he can move it 5 squares as a move action.





Level 1 At-Will Exploits
Anticipating Shot
At-Will * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and choose one ally you can see. The target takes a penalty to its next attack roll against that ally equal to your Wisdom modifier until the end of your next turn.


Distracting Shot
At-Will * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target grants combat advantage until the end of your next turn.


Hamstring Shot
At-Will * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.


Unbalancing Shot
At-Will * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you can slide the target 2 squares.


Vitals Shot
At-Will * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier. If the target is granting you combat advantage it takes extra damage equal to your Intelligence modifier.


Weakening Shot
At-Will * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target reduces the damage roll of its next attack by your Strength modifier until the end of your next turn. At 11th level reduce the damage rolls by your Strength modifier +3. At 21st level reduce the damage rolls by your Strength modifier +6.


Level 1 Encounter Exploits
Dazing Shot
Encounter * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.


Quick Follow-up
Encounter * Martial, Weapon
Minor Action  Ranged weapon
Target: One creature you have hit with a ranged attack since the start of your turn
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.


Tripped Up
Encounter * Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: A creature moves out of a square
Target: The moving creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and target is knocked prone.


Level 1 Daily Exploits
Containing Shot
Daily * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and if the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.


Debilitating Shot
Daily * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.


Harrying Zone
Daily * Cover Fire, Martial, Weapon, Zone
Standard Action  Area burst 2 within 20 squares
Effect: The area creates a zone that lasts until the end of your next turn. As an opportunity action, you can make a ranged basic attack against any creature that moves out of a square in the zone.
Sustain Minor: The zone persists until the end of your next turn.


Level 2 Utility Exploits
Tactical Withdrawal
Encounter * Martial
Move Action Personal
Effect: You can shift 1 square and then move your speed.


Pack Hunting
At-Will * Martial
Minor Action Close burst 5
Effect: You and each ally in range can make a Perception check to notice hidden creatures or objects.
Special: You can use this power only once per round.


Speedy Archer
Daily * Martial, Stance
Minor Action Personal
Effect: You gain a +1 bonus to your speed.


Parry
Encounter * Martial
Immediate Interrupt Personal
Trigger: An adjacent creature attacks you.
Effect: The target takes a -4 penalty to the attack roll.


Level 3 Encounter Exploits
Follow-up Shot
Encounter * Martial, Weapon
Minor Action  Ranged weapon
Target: One creature you have hit with a ranged attack since the start of your turn
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target grants combat advantage until the end of your next turn.


Startling Shot
Encounter * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed and slowed until the end of your next turn.


Stopping Shot
Encounter * Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy moves
Target: The moving enemy
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.


Level 5 Daily Exploits
Dizzying Shot
Daily * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. At the beginning of the target’s turn you can slide it 2 squares as a free action, and it has a -2 to attacks (save ends both).
Miss: Half damage, and you can slide the target 2 squares.


Knockover Shot
Daily * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone and dazed (save ends).
Miss: Half damage, and the target is knocked prone.


Punishing Zone
Daily * Cover Fire, Martial, Weapon, Zone
Standard Action  Area burst 2 within 20 squares
Effect: The area creates a zone that lasts until the end of your next turn. As an opportunity action, you can make a ranged basic attack against an enemy in the zone that attacked one of your allies.
Sustain Minor: The zone persists until the end of your next turn.


Level 6 Utility Exploits
Moving On
Minor Action  Personal
Effect: You can end one effect on you with the slowed or immobilized condition.


Elusive Lunge
Encounter * Martial
Minor Action Personal
Effect: Move your speed and gain a +2 bonus to your defenses until the end of your next turn.


Guarded Archery
Daily * Martial, Stance
Minor Action Personal
Effect: You provoke no opportunity attacks for making ranged weapon attacks but are slowed. You can shift as a minor action.


Silent Hunters
At-Will * Martial
Minor Action Close burst 5
Effect: Until the start of your next turn, you and your allies in range do not take the -5 penalty to Stealth to hide for moving more than 2 squares.


Defensive Retreat
Encounter * Martial
Move Action Personal
Effect: You can shift twice your speed.


Level 7 Encounter Exploits
Detracting Shot
Encounter * Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy hits an ally
Target: The attacking enemy
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target takes a penalty to the triggering attack equal to your Wisdom modifier.


Precise Follow-up
Encounter * Martial, Weapon
Minor Action  Ranged weapon
Target: One creature you have hit with a ranged attack since the start of your turn
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage, and the target grants combat advantage until the end of your next turn.


Warning Shot
Encounter * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you can make a basic ranged basic attack against it as an immediate interrupt if it moves before the start of your next turn. If the ranged basic attack hits it deals additional damage equal to your Strength modifier.


Level 9 Daily Exploits
Blinding Shot
Daily * Martial, Weapon
Standard Action  Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is blinded and slowed (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.


Distressing Zone
Daily * Cover Fire, Martial, Weapon, Zone
Standard Action  Area burst 2 within 20 squares
Effect: The area creates a zone that lasts until the end of your next turn. Enemies in the zone grant combat advantage. As an opportunity action, you can make a ranged basic attack against any creature that ends its turn in the zone.
Sustain Minor: The zone persists until the end of your next turn.


Pinning Shot
Daily * Martial, Weapon
Standard Action  Ranged weapon
Target: one creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is restrained (save ends).
Miss: Half damage, and the target is restrained until the end of your next turn.


Level 10 Utility Exploits
Bound and Determined
Daily *Martial, Stance
Minor Action  Personal
Effect: At the start of your turn you can make one saving throw against an on you with the slowed, immobilized or restrained conditions.


Opportunistic Exit
Encounter * Martial
Immediate Reaction Personal
Trigger: A enemy adjacent to you is hit with an attack.
Effect: You can shift your speed.


Sidestep
Encounter * Martial
Immediate Interrupt
Trigger: An enemy makes a melee attack against you.
Effect: You can shift one square.


Point It Out
Free Action Close burst 5
Trigger: You notice one or more hidden creatures or objects.
Effect: Your allies in range can make a Perception check to notice the creatures or objects.


Feats

Archer's Reach
Prerequisite: Archer
Benefit: Add your Dexterity modifier to both the short and long range of ranged weapons.

Archery Student (Archer Multiclass)
Prerequisite: Dex 13
Benefit: You gain training in one skill from the archer’s class list. Once per encounter you can use the archer’s Take Aim power.


Diverse Archer
Prerequisite: Dex 13, Int 13, Str 13, Wis 13
Benefit: You gain a +1 feat bonus to attack and damage rolls with ranged weapons. The bonus increases to +2 at 15th level and +3 at 25st level.


Dwarven Bolt Thrower
Prerequisite: Archer, Dwarf
Benefit: You gain proficiency in all crossbows. Your ranged attacks made with crossbows and heavy thrown weapons deal an extra 2 points of damage.


Elven Archer
Prerequisite: Archer, Elf
Benefit: You gain proficiency in all bows. Your ranged attacks with bows deal 2 extra points of damage.


Enduring Effects
Prerequisite: Archer
Benefit: When you cause a condition on a target that a save can end using a ranged weapon, the target takes a penalty to its first saving throw against the condition equal to the your Intelligence, Strength or Wisdom modifier.


Epic Grazing Shot
Prerequisite: 21st level, Archer, Grazing Shot class feature
Benefit: A creature you deal damage to with Grazing Shot grants combat advantage until the end of your next turn.


Epic Take Aim
Prerequisite: 21st level, Archer, Take Aim class feature, Int 15, Str 15, Wis 15
Benefit: If the attack benefitting from Take Aim hits, the target gets vulnerability to damage equal to your Dexterity modifier until the end of your next turn.


Greater Piercing Shot
Prerequisite: 11th level, Archer, Grazing Shot class feature
Benefit: You can slide the creature dealt damage by Piercing Shot 1 square.


Greater Take Aim
Prerequisite: 11th level, Archer, Take Aim class feature, Int 13, Str 13, Wis 13
Benefit: If the attack benefiting from Take Aim hits, the target takes a -2 penalty to attacks until the end of your next turn.


Halfling Slinger
Prerequisite: Archer, Halfling
Benefit: You gain proficiency in all slings. Your ranged attacks with light thrown weapons and slings have combat advantage against creatures larger than you.


Human Archer
Prerequisite: Archer, Human
Benefit: You gain a +1 bonus to AC and Reflex.


Improved Piercing Shot
Prerequisite: Archer, Grazing Shot class feature
Benefit: You can add the weapon’s enhancement bonus to the damage dealt by Piercing Shot.


Improved Multishot
Prerequisite: Archer
Benefit: When you use the Multishot class feature, you can target one additional creature adjacent to the primary target.

Improved Take Aim
Prerequisite: Archer, Take Aim class feature
Benefit: If the attack benefiting from Take Aim hits, you can shift 1 square as a free action.


Marking Attack
Prerequisite: Any martial class
Benefit: As a minor action you can declare the next attack you make before the end of your turn a marking attack. If the marking attack hits, the target is marked until the end of your next turn.


Mighty Archer
Prerequisite: Archer, Str 15
Benefit: If you hit a creature with an Archer exploit using a bow or thrown weapon, you push it 1 square.


Ranged Training
Prerequisite: Dex 13
Benefit: Choose an ability other than Dexterity. When you make a ranged basic attack using a weapon you are proficient with, you can use that ability score instead of Dexterity for the attack roll and damage roll.


Sniper
Prerequisite: Archer, Int 15
Benefit: If you hit a creature you are hidden from with an Archer exploit using a bow or crossbow, you can immediately use Bluff to create a diversion to hide with a +5 bonus as a free action instead of a standard action.


Zen Archer
Prerequisite: Archer, Wis 15 
Benefit: If you hit a creature with an Archer exploit using a bow or sling, you gain concealment until the end of your next turn.

#2

Suzume_Stjohn

Nov 28, 2011 23:05:57
Ok, I stopped after the at wills. 

But!  First off, well put together (For the most part).  I can see a bit where you drew from the hunter and the seeker, always a good idea to take the good things you see. ;)  It's like jazz.

On the otherside, my main criticism, just off reading the at-wills, you character is going to be MAD. that is multiple ability dependant.  You have dex as a main stat, and then wisdom, strength and inteligence all as secondaries.  You can't have 3 econdaries.  At worst I'd go with 2.  Probably wis and str.  Or just do one or the other.  

That's all I got for now. ;) 
#3

rampant

Nov 28, 2011 23:27:04
Haven't slogged through the encounter powers yet either but I have some thoughts:

Is fletcher a real ability? I mean does it actually change anything? I can't find the repair rules right now, but repairing stuff at the regular price when you have tools sounds like a non-ability.

 Take aim is probably the the only really big mechanically wrong thing I've seen so far. Cut down on the number of ability scores involved or ditch it entorely it's really kinda strikerish and this is a control build anyway right?

Although the number of at wills seems extreme. 2-3 freebies plus the standard choice of two form a separate list? Might wanna consider making some of the freebies into build specific or regular selectable at-wills.
#4

ciaran

Nov 29, 2011 9:57:02
Fletcher is basically flavor. Its not important at all.

As far as Take Aim goes, I wanted an ability that helped the archer if he gives up his ability to move in order to aim.

Do you have a recommendation for that? Also I wanted striker as an optional secondary role.

I removed my design notes after no one had responded for a few days. I thought they might distract a reader. I'll put them back.
#5

ciaran

Nov 29, 2011 10:39:51
regarding MAD

Its not dependant all of them. I wanted a reward for those who diversify their stats. One could still focus on two scores. Thoughts?
#6

rampant

Nov 29, 2011 11:51:25
Look simply put it rewards the aggravatingly lucky people playing with the roll your stats rule (and probably cheating) while punishing the point buyers. Furthermore the potential power of the maneuver is very great because of the multitude of stats that contribute. So what you get is an abilility that could very well be broken in some games or underpowered in others.

Fletcher is important for one reason. It's there. Either it needs to be removed or made into an ability that has an effect. If the ability literally does nothing then it shouldn't exist. That's why I asked for clarification on the repair rules to see if the ability has an effect.

The concept of take aim is fine, in fact it'd make a great ability if you simplified it some, maybe a flat bonus or single ability modifier? 

You have three builds, Mighty, Zen, and Sniper

I'd focus the class a bit and replace that plethora of freebie at wills with a single special power or ability based on build.

Sniper gets take aim, Zen gets something, and mighty gets to add their str mod to their ranges.

 
#7

ciaran

Nov 29, 2011 19:40:55
Explorer has crashed twice now while I try to finish this post. Urge to kill growing.

Thank you Rampant for your time and input. I'm sorry if my message is at all terse (see above).

Fletcher is gone. It was simply mechanized fluff.

I see your point regarding on buy vs rolling for stats regarding Take Aim. I would still like to keep it thematically at the very least. Would it help to allow the player to only choose one of the benefits? I'm trying to the class like the fighter, in that one need not select one build that determines what your secondary ability score it. I would like to reward diversity of ability scores. Thoughts?

Grazing Shot was conceived to help this single-target attacked resemble a controller by spreading around damage a tad. I like it, but am less attached to it than...

Multishot. This is what (in my mind) turns the single-target attacker into a controller. It seems important to me. Your thoughts please.

Note to Suzume_Stjohn:
I did consult my PH3 a bit to compare to the Seeker. In all honesty though, I am not familiar with the Hunter.
#8

rampant

Nov 29, 2011 22:38:21
If multi-shot is the ability you think most important to the class then by all means keep it. I don't really care which one you keep but 5 really nice atwills is a little much. I mean the druid only gets four atwills, one of which is wild-shape.

Also you may need to re-word the trigger for multi-shot because it sounds like you're asking the player to take a standard action aiming, or are you supposed to burn a turn to use this power? 

For take aim either replace the bonuses with flat increases, or make it the sniper ability and re-spec for that build. You could use the pick one benefit option of course but in that case you should offer the choice between take aim or multi-shot, or give them both but maybe ding them one of their chosen at-wills? I dunno for sure that having so many at-wills is unbalancing, but it does make me wanna be cautious.

Also have you considered that you might not need multi-shot? just make the powers burst effects. 
#9

ciaran

Dec 01, 2011 8:42:20
I wanted to avoid burst powers. It may be trivial but I dislike the idea of 9 arrows flying through the air at once. I could have made them area burst 1 and included something like "Target: 3 creatures in burst" but I thought the class feature would handle it with one entry, rather than once in each power.

I considered what you said about the number of at-wills, because its true: this character would have 5. Then I began to consider other classes' feature and how many COULD be expressed in the power format instead of in plain text. Then I turned the increased range class feature into a feat and simplified Multishot.

There are other miscellaneous edits.
#10

rampant

Dec 01, 2011 9:11:46
Grazing shot seems like a questionable tactical choice. I mean you have to intentionally target a covered opponent at a greater distance from yourself than an uncovered one, seems like a less than stellar idea. What if you change it to Piercing shot and deal regular damage to the target but grazing damage to the opponent he's covering?
#11

ciaran

Dec 01, 2011 16:10:53

Love it. I'll change it out tonight.

I also changed the Sniper feat, so it helps to hide instead of just granting another damage bonus. I tried to make the wording short. Is it understandable? I want to work with the existing single use of Bluff but not go into excessive detail in the feat.