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pyrefiend
2009-02-10, 09:29 PM
Yep... It's another archer class. It just seems like they don't get any support in 3.5. The ranger is probably the most iconic ranged character, and all he gets is two bonus feats. Meanwhile, casters get virtual immunity to arrows and everyone else who cares just picks up Deflect Arrows. This is meant to give archers the boost they need, but that said, I really have no idea how balanced it is.

Archer

Wherever there are melee warriors, there is a need for skilled archers to pick them off from a distance. The archer’s strength is in the offense. He has few ways to protect himself in melee combat, but as far as most archers are concerned, he doesn’t need to. The enemy should be dead long before he has the opportunity to fight back. Whether it is in eliminating a single, powerful target, or mowing down a field of weaker minions, a powerful archer has the skills and the tools to get the job done.

http://www.wizards.com/dnd/images/cw_ag/75421.jpg

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Rapid Shot, Ranged Precision I

2nd|
+2|
+0|
+3|
+0|Mitigate the Wind, Decisive Archery (17-20X3)

3rd|
+3|
+1|
+3|
+1|Precise Shot, Improved Rapid Shot

4th|
+4|
+1|
+4|
+1|Archery Stunt, Decisive Archery (16-20X3)

5th|
+5|
+1|
+4|
+1|Ranged Precision II

6th|
+6/+1|
+2|
+5|
+2|Negate Deflect Arrows, Decisive Archery (15-20X3)

7th|
+7/+2|
+2|
+5|
+2|Ignore the Wind, Archery Stunt

8th|
+8/+3|
+2|
+6|
+2|Decisive Archery (15-20X4)

9th|
+9/+4|
+3|
+6|
+3|Greater Rapid Shot, Improved Precise Shot

10th|
+10/+5|
+3|
+7|
+3|Archery Stunt, Decisive Archery (14-20X4)

11th|
+11/+6/+1|
+3|
+7|
+3|Ranged Precision III

12th|
+12/+7/+2|
+4|
+8|
+4|Decisive Archery (13-20X4)

13th|
+13/+8/+3|
+4|
+8|
+4|Archery Stunt

14th|
+14/+9/+4|
+4|
+9|
+4|Decisive Archery (13-20X5)

15th|
+15/+10/+5|
+5|
+9|
+5|Rapid Shot Flurry

16th|
+16/+11/+6/+1|
+5|
+10|
+5|Archery Stunt, Decisive Archery (12-20X5)

17th|
+17/+12/+7/+2|
+5|
+10|
+5|

18th|
+18/+13/+8/+3|
+6|
+11|
+6|Decisive Archery (11-20X5)

19th|
+19/+14/+9/+4|
+6|
+11|
+6|Archery Stunt

20th|
+20/+15/+10/+5|
+6|
+12|
+6|Masterful Archery[/table]
HD: d6
Skill Points: 2+Int modifier
Skill Points at First Level: (2+Int modifier)x4
Class Skills: Balance(Dex), Craft(Int), Hide(Dex), Listen(Wis), Profession(Wis), Move Silently(Dex), Spot(Wis)

Class Features:
Weapon and Armor Proficiency: An archer is proficient with light armor, all simple weapons and the hand crossbow, longbow, and shortbow.

Rapid Shot: An Archer receives the Rapid Shot feat at 1st level even if he does not meet the prerequisites.

Ranged Precision: The source of the Archers’ deadliness is not raw strength; he must rely on a good aim to place lethal shots. At first level, an Archer adds half his Dexterity modifier to damage dealt with ranged attacks. At 5ft level, he adds his full Dexterity modifier, and at 11th level he adds one and one half his Dexterity modifier. This extra damage applies only to creatures who are also susceptible to precision-based damage. It is not multiplied on a critical hit.

Mitigate the Wind: At 2nd level, the archer learns how to better cope with his greatest enemy: the wind. He no longer suffers any penalty on attack rolls in a severe wind or lesser wind. His ranged attacks are not turned back by a Wind Wall spell.

Decisive Archery: By taking a few moments to focus and concentrate on his shot, an archer can increase his chances of striking a telling blow. At second level he can use Decisive Archery to make a single ranged attack which expends one full-round action. The ranged attack you make has an increase critical threat range, as indicated on the table. At 8th level, the critical multiplier of his weapon increases to ×4, and at 14th level it increases to ×5. These bonuses to threat range and critical multiplier overlap (do not stack with) the standard threat range and critical multiplier of the archer's weapon. Note that although using Decisive Archery increases the threat range and multiplier for a single attack, it does not change the statistics of the weapon itself. Decisive Archery does not grant further benefits from magic weapon properties that have effects based on the critical multiplier of the base weapon.

Precise Shot: An archer receives the Precise Shot feat at 3rd level even if he does not meet the prerequisites.

Improved Rapid Shot: At third level, an archer learns how to loose arrows even more quickly. When you make a full attack in conjunction with the Rapid Shot feat, he may opt to fire an extra two shots, but all his attacks suffer a -6 penalty.

Archery Stunt: At 4th level, and again every three levels after, an archer learns a special archery trick. These stunts are similar in all ways to martial maneuvers, except that they are automatically considered readied until the archer uses them. All expended stunts may be recovered by spending a minute stretching and quickly exercising. Many archery tricks have a duration, or allow a saving throw, which is augmented by the archer’s Strength modifier. These values represent the difficulty of mitigating the effect of the trick, modified by the force with which the arrow is fired. An archer’s Strength modifier only applies to the DCs for these archery tricks up to the amount his Strength modifier applies to his damage roll with that trick. For example, an archer who has a Strength of 14 but does not use a composite bow would not add his +2 modifier to the DC, because the bow he uses does not allow him to take full advantage of his Strength.

Negate Deflect Arrows: At 6th level, an archer can loose arrows in such a way as to make them difficult to deflect. Creatures with the Deflect Arrows feat, or any improvement of that feat, cannot deflect arrows shot by a 6th level archer.

Ignore the Wind: At 7th level, an archer no longer takes any attack roll penalties due to wind effects in a hurricane or lesser wind condition.

Improved Precise Shot: An archer receives the Precise Shot feat at 9th level even if he does not meet the prerequisites.

Greater Rapid Shot: At 9th level, an archer suffers only a -4 penalty to all attack rolls when he makes a ranged full attack and opts to make two extra attacks.

Rapid Shot Flurry: At 15th level an archer is able to shoot an absurd number of arrows in a flurry of motion. He may choose to suffer a -6 penalty on all attack rolls in a full attack. If he does so, he makes an additional three attacks at his full base attack bonus.

Masterful Archery: At 20th level, an archer has reached the pinnacle of his profession; he can place seemingly impossible shots with ease and destroy mobs of foes in seconds. He may make two attacks as part of Masterful Archery, and he learns one final archery trick from the Archery Trick Mastery list.

Archery Stunts
Dual Shot
Initiation Action: Standard Action
Range: Ranged Attack

As part of this archery trick, make two separate ranged attacks at our highest base attack bonus -4. The two attacks must target the same creature.

Multiple Shot
Initiation Action: Standard Action
Range: Ranged Attack

The force of your shot drives back your foes. As part of this archery trick, make a ranged attack. If you hit, your target is considered bull rushed. Your bonus to the bull rush attempt is equal to your attack roll. If you move the enemy, you do not move with it as in a normal bull rush.

Crippling Shot
Initiation Action: Full-Round Action
Range: Ranged Attack

You know how to land your arrow into a knot of muscle, severely weakening your enemy. As part of this maneuver, make a ranged attack. If you hit, your enemy suffers a -4 penalty to Strength, or -2 if they succeed on a Fortitude save (DC 13+ your Strength modifier). This penalty lasts a number of rounds equal to your Dexterity modifier. The penalty can be removed if the targeted creature receives at least 5 points of magical healing, or the arrow is removed with a heal check (DC 10+ your Strength modifier). This archery trick does not function against creatures who are immune to precision-based damage.

Impeding Shot
Initiation Action: Full-Round Action
Range: Ranged Attack

You can hinder your foes movement by shooting an arrow into its leg or whatever other appendage it uses for locomotion. As part of this maneuver, make a ranged attack. If you hit, your enemy’s movement is impeded by the shaft of wood imbedded in their flesh. Its speed is reduced by half or by 10 ft., which ever is less. In addition, the foe suffer a -4 penalty to Strength and Dexterity based skills. This penalty lasts a number of rounds equal to your Dexterity modifier. The penalty can be removed if the targeted creature receives 5 points of magical healing, or the arrow is removed with a heal check (DC 10+ your Strength modifier). This archery trick does not function against creatures who are immune to precision-based damage, or who do not move using a biological appendage.

Penetrating Shot
Initiation Action: Full-Round Action
Area: 50 ft. Line

You can fire an arrow with enough skill and force that it flies clear through its primary target and strikes foes behind him. As part of this maneuver, make a ranged attack with the Decisive Archery ability. Instead of targeting a specific creature, however, this ranged attack covers the area of a 50ft. line. Roll your attack separately for each creature in the line, starting with those closest to you. If the first attack is a critical hit, the arrow continues and may hit the second target in line. The arrow continues until it does not strike a critical hit or until it travels 50 ft. Any magical or precision-based bonuses to damage, such as sneak attack or the flaming weapon ability, affect only the first target.

Stunt Improvements
All stunt improvements may be taken in place of an Archery Stunt at any level where a new stunt would become available. A stunt improvement does not provide a new maneuver in and of itself, but instead enhances a trick an archer already has.
Improved Multiple Shot
Initiation Action: Standard Action
Prerequisite: Dual Shot
Range: Ranged Attack

As part of this archery trick, make two separate ranged attacks at our highest base attack bonus -2. The two attacks must target the same creature.

Improved Driving Shot
Initiation Action: Standard Action
Prerequisite: Driving Shot
Range: Ranged Attack

The force of your shot drives back your foes. As part of this archery trick, make a ranged attack. If you hit, your target is considered bull rushed. Your bonus to the bull rush attempt is equal to your attack roll. If you move the enemy, you do not move with it as in a normal bull rush. In addition, the force of the shot is such that the enemy may be knocked flat on its back. A target struck by an Improved Driving Shot must succeed on a Reflex save (DC 15+archer’s Strength modifier) or be knocked prone in the space where their movement ends. Failure on the Reflex save also causes the target to suffer 1d4 damage for every 10 ft. by which they are knocked back.

Improved Crippling Shot
Initiation Action: Full-Round Action
Prerequisite: Crippling Shot
Range: Ranged Attack

You know how to lodge your arrow deep into a knot of muscle, severely weakening your enemy. As part of this maneuver, make a ranged attack. If you hit, your enemy suffers a -4 penalty to Strength and is dazed for one round. A successful Fortitude Save (DC 15+your Strength modifier) halves the Strength penalty and negates the dazed condition. The penalty lasts a number of rounds equal to your Strength modifier. The penalty can be removed if the targeted creature receives at least 15 points of magical healing, or the arrow is removed with a heal check (DC 15+ your Strength modifier). This archery trick does not function against creatures who are immune to precision-based damage.

Improved Impeding Shot
Initiation Action: Full-Round Action
Prerequisite: Impeding Shot
Range: Ranged Attack

You can severely impede your foes’ movement by burying an arrow in its leg or whatever other appendage it uses for locomotion. As part of this maneuver, make a ranged attack. If you hit, your enemy’s movement is impeded by the shaft of wood imbedded in its flesh. Its speed drops to 0ft. unless its original speed was 50ft. or more, in which case it becomes 10 ft.. In addition, the foe suffers a -4 penalty to Strength and Dexterity based skills. This penalty lasts a number of rounds equal to your Strength modifier. The penalty can be removed if the targeted creature receives 5 points of magical healing, or the arrow is removed with a heal check (DC 15+ your Strength modifier). This archery trick does not function against creatures who are immune to precision-based damage, or who do not move using a biological appendage.

Improved Penetrating Shot
Initiation Action: Full-Round Action
Prerequisite: Penetrating Shot
Area: 50 ft. Line

You can fire an arrow with enough skill and force that it flies clear through its primary target and strikes foes behind him. As part of this maneuver, make a ranged attack with the Decisive Archery ability. Instead of targeting a specific creature, however, this ranged attack covers the area of a 50ft. line. Roll your attack separately for each creature in the line, starting with those closest to you. If the first attack hits, the arrow continues and may hit the second target in line. The arrow continues until it does not strike a target or until it travels 50 ft. Any magical or precision-based bonuses to damage, such as sneak attack or the flaming weapon ability, affect only the first target.
Archery Trick Mastery
Masterful Multiple Shot
Initiation Action: Standard Action
Prerequisite: Improved Dual Shot
Range: Ranged Attack

An archer with the Masterful Dual Shot archery trick looses arrows in an impossibly fast whirlwind of motion. He may make a full attack as a standard action, suffering only a -2 penalty on each attack. However, because this full attack is not a full-round action, it cannot be modified with the Rapid Shot feat or its improvements.

Masterful Driving Shot
Initiation Action: Standard Action
Prerequisite: Improved Driving Shot
Range: Ranged Attack

You can fire an arrow with incredible force and accuracy, striking the foe back with enough force to seriously injure him. As part of this archery trick, make a ranged attack. If you hit, your target is considered bull rushed. Your bonus to the bull rush attempt is equal to twice your attack roll. If you move the enemy, you do not move with it as in a normal bull rush. In addition, the force of the shot is such that the enemy may be knocked flat on its back. A target struck by an Improved Driving Shot must succeed on a Reflex save (DC 17+archer’s Strength modifier) or be knocked prone in the space where their movement ends. Failure on the Reflex save also causes the target to suffer 1d6 damage for every 10 ft. by which they are knocked back. If the enemy strikes some obstacle before their movement ends, they suffer an amount of damage equal to what they would have taken had they traveled the full distance.

Masterful Crippling Shot
Initiation Action: Full-Round Action
Prerequisite: Improved Crippling Shot
Range: Ranged Attack

Your supreme skill and practice in hitting an enemy’s vitals is such that you can overwhelm a foe with pain and weakness using a single well-placed arrow. As part of this maneuver, make a ranged attack. If you hit, your enemy suffers a -8 penalty to Strength, is stunned for one round and dazed for 1 rounds after that. A successful Fortitude Save (DC 17+your Strength modifier) halves the Strength penalty and negates the stunned condition, although the enemy is still dazed for 1 round. The Strength penalty lasts a number of rounds equal to your Strength modifier. The penalty can be removed if the targeted creature receives at least 15 points of magical healing, or the arrow is removed with a heal check (DC 17+ your Strength modifier). This archery trick does not function against creatures who are immune to precision-based damage.

Masterful Impeding Shot
Initiation Action: Full-Round Action
Prerequisite: Improved Impeding Shot
Range: Ranged Attack

Your mastery of archery allows you to completely stop your foe from moving and even disorient him. As part of this maneuver, make a ranged attack. If you hit, your enemy’s movement is impeded by the shaft of wood imbedded in its flesh. Its speed drops to 0ft. and it suffers 1d6 Dexterity damage. In addition, the foe suffers a -6 penalty to Strength and Dexterity based skills. This penalty lasts a number of rounds equal to your Strength modifier. The penalty can be removed if the targeted creature receives 5 points of magical healing, or the arrow is removed with a heal check (DC 17+ your Strength modifier). This archery trick does not function against creatures who are immune to precision-based damage, or who do not move using a biological appendage.

Masterful Penetrating Shot
Initiation Action: Full-Round Action
Prerequisite: Improved Penetrating Shot
Area: 100 ft. Line

Your careful practice and deadly coordination allow you to shoot an arrow so that it strikes many creatures over a long distance. As part of this maneuver, make a ranged attack with the Decisive Archery ability. Instead of targeting a specific creature, however, this ranged attack covers the area of a 100ft. line. Roll your attack separately for each creature in the line, starting with those closest to you. If The arrow continues until it does not strike a target or until it travels 100 ft. Any magical or precision-based bonuses to damage, such as sneak attack or the flaming weapon ability, affect only the first 3 targets.

TSED
2009-02-10, 10:54 PM
They have no HD size?

pyrefiend
2009-02-11, 03:04 PM
They have no HD size?

Well, that is a major oversight indeed :smallredface: It's updated now with hit die and class skills.

pyrefiend
2009-02-12, 05:05 PM
Little bump.

...Despicable..
2009-02-12, 06:12 PM
This is very detailed, and a very interesting concept pyrefiend.

Balance wise, I'd allow it in my games without any changes. Not sure what that's worth, though.

AetherFox
2009-02-13, 03:22 PM
This looks like a really good archer fix, although I can only see three things that I think should be changed:

First of alll, I think that the levels at which the archer gets precise shot (and its improvements) and when he gets rapid shots (and its improvements) should be switchwed. I think it makes it a little more balanced, and also makes more sense fluff wize; an archer would get good at being accurate with his arrows before trying to shoot two at once.

Secondly, I think the increased critical incriments would be better represented as a bonus. (+3 at second level, +4 at fourth, and so on) I think you're assuming the archer will use a bow that has a critical range of only 20, but I believe there are bows that have higher ranges. The same goes for the critical modifiers, too. On that note, you might want to tell whether or not certain enchatments that are based on critical modifiers, such as flaming burst, would work.

Finally, you forgot skill points per level and armor, shield, and weapon proficiencies.

Otherwise, it looks really good, but I want to hear what other people have to say about it. I'd be interested in using this class, but I'm not the best at making sure they are balanced. :smallsmile:

pyrefiend
2009-02-13, 04:10 PM
This looks like a really good archer fix, although I can only see three things that I think should be changed:

First of alll, I think that the levels at which the archer gets precise shot (and its improvements) and when he gets rapid shots (and its improvements) should be switchwed. I think it makes it a little more balanced, and also makes more sense fluff wize; an archer would get good at being accurate with his arrows before trying to shoot two at once.
Well, the problem is that I had to model the whole progression off of improved precise shot, seeing as how it has the strictest prerequisites. As it is, the archer still gets it two levels earlier than any other character could. Anyway, the precise shot feat represents an ability to aim beyond simply being a decent shot. The rapid shot feat doesn't actually let you shoot multiple arrows very skillfully, either. It gives you the option to shoot quickly, but you take a penalty.


Secondly, I think the increased critical incriments would be better represented as a bonus. (+3 at second level, +4 at fourth, and so on) I think you're assuming the archer will use a bow that has a critical range of only 20, but I believe there are bows that have higher ranges. The same goes for the critical modifiers, too.
I thought about that, but finally decided that a set threat range and multiplier was the most balanced option. This way, if you have a weapon with a high threat range, you benefit from a higher multiplier. If you have a weapon with a high multiplier, you benefit from a higher threat range.


On that note, you might want to tell whether or not certain enchatments that are based on critical modifiers, such as flaming burst, would work.
The text for flaming burst and the like states that the bonus damage is dependent on the weapon's critical multiplier, so technically decisive archery attacks wouldn't do any bonus damage beyond that of the weapon. Still, it does look like it might so I'll add something in the description.


Finally, you forgot skill points per level and armor, shield, and weapon proficiencies.
:smalleek: Wow, I need to work on noticing these things. It's in there now.