Lubirio
2009-08-24, 11:23 AM
While being frustrated at the lack of good ranged classes in D&D for a while, I haven't done much about it until now. I now have homebrewed an attempt to make a decent ranged combatant, and possibly a base for many other such classes (and possibly a ranged based PrC?). So without further ado, I present to you, the Archer:
Seems to be finished, if you want to suggest any changes you can post here or PM me, whichever you feel is more convenient,
Archer
Hit Die
d6
Class Skills
The Archer's class skills (and the key ability for each skill), are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and Engineering) (Wis), Knowledge (Geography) (Wis), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skill Points:
4 + Int modifier, x4 at first level.
The Archer:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Trick Shots|Trick Shots /day
1st|
+1|
+0|
+2|
+0|Archery Style|
1|
4
2nd|
+2|
+0|
+3|
+0|Dodge|
2|
4
3rd|
+3|
+1|
+3|
+1|Eagle Eyes +1|
2|
5
4th|
+4|
+1|
+4|
+1|Power Shot|
3|
5
5th|
+5|
+1|
+4|
+1|Ranged Precision Damage|
3|
5
6th|
+6/+1|
+2|
+5|
+2|Eagle Eyes +2, Evasion|
4|
6
7th|
+7/+2|
+2|
+5|
+2|Improved Archery Style|
4|
6
8th|
+8/+3|
+2|
+6|
+2|Mobility|
5|
6
9th|
+9/+4|
+3|
+6|
+3|Eagle Eyes +3, Bypass Barrier|
5|
6
10th|
+10/+5|
+3|
+7|
+3|Improved Evasion|
6|
7
11th|
+11/+6/+1|
+3|
+7|
+3|Ranged Combat Proficiency|
6|
7
12th|
+12/+7/+2|
+4|
+8|
+4|Eagle Eyes +4, Greater Archery Style|
7|
7
13th|
+13/+8/+3|
+4|
+8|
+4|Improved Bypass Barriers|
7|
7
14th|
+14/+9/+4|
+4|
+9|
+4|Safe Shooting|
8|
7
15th|
+15/+10/+5|
+5|
+9|
+5|Eagle Eyes +5, X-ray Vision|
8|
8
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Archery Style Supremacy|
9|
8
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Greater Bypass Barrier|
9|
8
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Eagle Eyes +6|
10|
8
19th|
+19/+14/+9/+4|
+6|
+11|
+6|Phase Arrows|
10|
8
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Archery Style Perfection|
11|
9
[/table]
For feat requirements where fighter levels are required, fighter levels and archer levels stack and are generally considered to be the same in that respect.
Class Features
All of the following are class feature of the Archer.
Weapon and Armor Proficiency
Archers are proficient with all simple weapons and all ranged weapons, including throwing weapons, and with light armor, but not with shields.
Trick Shots
An archer has knowledge of several trick shots, the amount of trick shots known to the archer is equal to 1/2 his BAB +1 (rounded down). A comprehensive list of all the trick shots is detailed below.
Archery Style
At 1st level an archer chooses one of two styles of archery, the Volley Archer who fights through sheer number of arrows rather than pure damage, or the Sniper Archer who fights through a single, strong, devastating shot, usually under safety of cover. Once this choice is made, it effects the progression of all further archery style benefits and trick shots.
At 1st level the Volley Archer gains the Rapid Shot feat, and the Sniper Archer gains the benefits of the Darkstalker feat, even if he does not qualify for it. A Sniper Archer who is entitled an extra attack in a round instead adds the damage from another arrow to his only arrow fired. This effect stacks with anything else effectively adding damage.
Dodge
An archer gains Dodge as a bonus feat at 2nd level.
Eagle Eyes
At 3rd level the archer's senses enable superior shooting. He gains a +1 competence bonus to ranged attack rolls. Every 3 levels thereafter, he gains an additional +1 to attack rolls for ranged attacks.
Power Shot
At 4th level, an archer gains the benefit of the Power shot feat, on your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Ranged Precision Damage
The archer gains an understanding of his chosen archery style unmatched by any other. At fifth level, a Sniper Archer gains +1d6 extra damage whenever a target is further than 20ft away, and an additional +1d6 every 2 levels after 5th. And a Volley Archer gains +1d6 extra damage to each arrow fired in a round, as long as he fires at least 3 arrows, this damage is increased by +1d6 every 5 levels after 5th for every arrow fired.
Evasion
At 6th level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archer is wearing light armor or no armor. If an archer would lose his dexterity bonus to AC, he does dot gain the benefit of Evasion.
Improved Archery Style
At 7th level an archer's archery style advances. A Volley Archer gains Manyshot as a bonus feat. A Sniper Archer instead gains both Precise Shot and Improved Precise Shot as bonus feats.
Mobility
An archer gains Mobility as a bonus feat at 8th level.
Bypass Barrier
At 9th level any archer can ignore non-solid barriers and shoot straight through them, this includes effects like Wind Barrier and the like.
Improved Evasion
At 10th level an archer becomes even more difficult to hit with magic and other attacks. This ability works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. An archer that would lose his Dexterity bonus to AC cannot use this ability.
Ranged Combat Proficiency
At 11th level, all archers become more attuned to all ranged weapons and increase the damage die by one interval (shortbow would become 1d8, longbow 1d10, etc.), this damage counts for all ranged weapons at all times, except when an archer is less than 20ft away from his target, he is then unable to get enough focus to be able to increase the damage.
Greater Archery Style
At 12th level an archer's archery style advances yet again. A Volley Archer gains the benefit of Improved Rapid Shot. A Sniper Archer instead gets the ability to retain cover easier when sniping. He only takes a -10 penalty to hide checks after an attack instead of -20.
Improved Bypass Barriers
At 13th level, an archer's ability to bypass nonphysical barriers increases to the point where the archer can successfully shoot at anything withing line of sight without dealing with extreme winds or magical effects possibly blocking the arrows.
Safe Shooting
At 14th level and beyond, an archer may fire even in the midst of melee. The true archer no longer provokes attacks of opportunity for firing in melee. He now retains the improved damage die for all ranged attacks, even when his enemy is within 20ft of the archer.
X-ray Vision
At 15th level, the archer gains the ability to see into and through solid matter. Vision range is 50 feet, with the archer seeing as if he were looking at something in normal light even if there is no illumination. X-ray Vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. This ability can be used a number of minutes per day equal to the archer's constitution score +10. This does not grant the archer the ability to also shoot through solid matter.
Archery Style Supremacy
At 16th level an archer's archery style reaches the best of his kind. A Volley Archer gains the ability to rain arrows from the sky, the arrow splitting into many mid-flight. As a standard action he may target a 20 ft. radius area and deal his normal damage, with a Reflex save DC 10 + 1/2 class level + Dex modifier, for half damage. A Sniper Archer likewise gains a similar power, but instead attacks in a 120 ft. line, striking all opponents within the line with a Reflex save DC 10 + 1/2 class level + Dex modifier for half damage. This arrow is not subject to AC and can therefore not be blocked, it keeps going until it reaches 120ft.
Greater Bypass Barriers
At 18th level, in addition to ignoring any magical effects, an archer's arrows ignore 30% of all concealment or cover, magical or otherwise. This means that total concealment only provides a 20% miss chance.
Phase Arrows
At 19th level, a select few of an archer's arrows are able to ignore nigh any barrier. This ability creates ethereal arrows, these arrows ignore physical barriers and damages all ethereal creatures with normal damage, this is only valid for one range increment, beyond one range increment, the arrows will resume normal form and be blocked by any barriers it would normally be blocked by. This ability can be used once for every Intelligence score +1/2 archer level, rounded down, it creates the effect for all arrows fired in that round.
Archery Style Perfection
As the archer becomes more and more focused on his style of archery, he gains the perfection needed to be so much more devastating than any other 'bowman'. At lvl 20, a Sniper archer may make a single attack at full BAB doing damage as normal, but adding damage from to possible extra arrows, dealing even more damage than normal, adding an additional 2 arrows to the total damage. A Volley Archer may make a full attack action to fire the number of arrows his BAB allows him, plus one more arrow at full BAB and BAB-5 each.
Specific Trick Shots
Armor Breaker: An archer may make a standard action to attack a creature at half his Base Attack Bonus. If her attack is successful the archer's attack ignores damage all reduction, an archer with extra attacks because of high BAB does not get to make those additional attacks. (Level 10+ Sniper Archers Only)
Arrow Spray: As a full-round action an archer may make a ranged attack against all opponents within 30 feet, an archer that gains multiple attacks because of high Base Attack Bonus, also gets to utilize these attack against all opponents. (Level 10+ Volley Archers Only)
Doom Shot: A Sniper Archer is so attuned to kill in a single shot, that with this shot, his arrow whizzes from the string, screaming with fury and carrying the power of Death itself. The target of this trick must make a Fortitude save with a DC of 10 + your dexterity modifier + 1/2 Archer level or be slain instantly. If the save is made, the arrow instead deals an additional 20d6 damage. A Sniper Archer can use this ability once per day for every ten archer levels. (Level 20+ Sniper Archers Only)
Hail of Black Death: As a Volley Archer advances he is more and more able to shoot hordes of arrows, and at the peak of his powers he knocks an arrow, then swifter than time itself he lets loose a deadly rain of steel upon his foes in a mad whirlwind of lightning-fast action. Using this trick, you can make a full attack on every single creature within range, bonus attacks for high BAB applies, a sniper archer may make additional attacks based on his Dexterity modifier at full BAB (1 extra attack per +4 mod). A Volley archer can use this ability once per day for every 10 archer levels. (Level 20+ Volley Archers Only)
Hidden Shot: When an archer makes a ranged attack against an opponent while hidden, his location is not automatically known by onlookers. This Trick shot is only available to Sniper Archers.
Parabolic Shot: An archer may make an attack that fires over any walls, up to 15ft high, at half the range increment of his weapon, at the penalty of halving the weapon's range increment again, the archer can shoot over walls up to 30ft high, this option is continuously available (each time the range is halved, the max. wall height doubles, starting at 15ft for one half).
Rain of Arrows: Whenever an archer uses a full attack action against a single opponent, that opponent is blinded for 1d4 rounds and is treated as flat-footed for that duration plus another 2 rounds. This Trick Shot is only available to Volley Archers.
Ranged Cripple: As a ranged attack, an archer may attempt to shoot at a target's feet, effectively doing half damage, but also halving the target's base land speed, as caltrops do. When attempting a ranged cripple trick shot, the defender's AC is treated as if he is one size-category smaller. After all, feet aren't that big.
Ranged Disarm: As a ranged attack, an archer may attempt to disarm his opponent, he knocks the opponent’s weapon out of his hands and to the ground. If he fails on the disarm attempt, the defender cannot attempt to disarm the archer. Bows and crossbows, except the hand crossbow, count as two-handed weapons for this purpose.
Ranged Feint: Feinting is a standard action. To feint, make a Bluff check opposed by a Sense Motive check by the target. The target may add his base attack bonus to this Sense Motive check. If the archer's Bluff check result exceeds the target’s Sense Motive check result, the next ranged attack he makes against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before the archer's next turn.
When feinting in this way against a nonhumanoid the archer takes a -4 penalty. Against a creature of animal Intelligence (1 or 2), the archer takes a -8 penalty. Against a nonintelligent creature, it’s impossible.
Ranged Feint does not provoke attacks of opportunity.
Ranged Sunder: An archer can use a ranged attack to strike a weapon or shield that his opponent is holding, all bows and crossbows, except the hand crossbow, count as two-handed weapons for this purpose. This does not provoke an attack of opportunity.
Ranged Trip: An archer may make a ranged touch attack against his opponent, if the attack succeeds, he makes a dexterity check opposed to the target's constitution check, normal size modifiers do apply as for the trip special attack. If the archer wins, the target character is tripped and drops prone. This does not provoke an attack of opportunity, and it is a full-round action.
Ricochet: An archer can use his ranged attack against enemies without line of effect. If the target is within one range increment they may be attacked if the line of effect can be made with 5 connected straight lines. (Level 15+ Archers Only)
Running Shot: An archer may take a full move action as well as firing a full round attack at any point in the movement, however, an archer using this Trick Shot can only use half his BAB for that round.
Sample Archers (lvl 20): Volley Archer (http://www.myth-weavers.com/sheetview.php?sheetid=149185) and Sniper Archer (http://www.myth-weavers.com/sheetview.php?sheetid=149210).
Credit to helpers of this Archer class (In order of appearance): Myou, arguskos, AgentPaper, vampire2948, Elvenblade, Jallorn, Person Man, Dienekes, DragoonWraith, The Dark Fiddler.
Thanks to all who helped, even if it was only to say something like 'this is overpowered', all help helped in the end to make this great homebrew class for what it is, so, to all: Thank You.
The Epic Archer:
{table=head]Archer Level|
Special|Trick Shots /day
21st|Eagle Eyes +7|
9
22nd||
9
23rd|Bonus Feat|
9
24th|Eagle Eyes +8|
9
25th||
10
26th|Bonus Feat|
10
27th|Eagle Eyes +9|
10
28th||
10
29th|Bonus Feat|
10
30th|Eagle Eyes +10|
11
[/table]
Abilities that are a function of the Archer's class level continue to use the Archer's class level, even when increased beyond 20th level. (These are abilities like Eagle Eyes, Phase Arrows and Ranged Precision Damage)
The number of Trick Shots known doesn't increase after 20ft level, as he then already knows all trick shots, but the number of trick shots will increase at a pace of one extra per day, every 5 levels, as displayed in the table above.
Seems to be finished, if you want to suggest any changes you can post here or PM me, whichever you feel is more convenient,
Archer
Hit Die
d6
Class Skills
The Archer's class skills (and the key ability for each skill), are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and Engineering) (Wis), Knowledge (Geography) (Wis), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skill Points:
4 + Int modifier, x4 at first level.
The Archer:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Trick Shots|Trick Shots /day
1st|
+1|
+0|
+2|
+0|Archery Style|
1|
4
2nd|
+2|
+0|
+3|
+0|Dodge|
2|
4
3rd|
+3|
+1|
+3|
+1|Eagle Eyes +1|
2|
5
4th|
+4|
+1|
+4|
+1|Power Shot|
3|
5
5th|
+5|
+1|
+4|
+1|Ranged Precision Damage|
3|
5
6th|
+6/+1|
+2|
+5|
+2|Eagle Eyes +2, Evasion|
4|
6
7th|
+7/+2|
+2|
+5|
+2|Improved Archery Style|
4|
6
8th|
+8/+3|
+2|
+6|
+2|Mobility|
5|
6
9th|
+9/+4|
+3|
+6|
+3|Eagle Eyes +3, Bypass Barrier|
5|
6
10th|
+10/+5|
+3|
+7|
+3|Improved Evasion|
6|
7
11th|
+11/+6/+1|
+3|
+7|
+3|Ranged Combat Proficiency|
6|
7
12th|
+12/+7/+2|
+4|
+8|
+4|Eagle Eyes +4, Greater Archery Style|
7|
7
13th|
+13/+8/+3|
+4|
+8|
+4|Improved Bypass Barriers|
7|
7
14th|
+14/+9/+4|
+4|
+9|
+4|Safe Shooting|
8|
7
15th|
+15/+10/+5|
+5|
+9|
+5|Eagle Eyes +5, X-ray Vision|
8|
8
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Archery Style Supremacy|
9|
8
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Greater Bypass Barrier|
9|
8
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Eagle Eyes +6|
10|
8
19th|
+19/+14/+9/+4|
+6|
+11|
+6|Phase Arrows|
10|
8
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Archery Style Perfection|
11|
9
[/table]
For feat requirements where fighter levels are required, fighter levels and archer levels stack and are generally considered to be the same in that respect.
Class Features
All of the following are class feature of the Archer.
Weapon and Armor Proficiency
Archers are proficient with all simple weapons and all ranged weapons, including throwing weapons, and with light armor, but not with shields.
Trick Shots
An archer has knowledge of several trick shots, the amount of trick shots known to the archer is equal to 1/2 his BAB +1 (rounded down). A comprehensive list of all the trick shots is detailed below.
Archery Style
At 1st level an archer chooses one of two styles of archery, the Volley Archer who fights through sheer number of arrows rather than pure damage, or the Sniper Archer who fights through a single, strong, devastating shot, usually under safety of cover. Once this choice is made, it effects the progression of all further archery style benefits and trick shots.
At 1st level the Volley Archer gains the Rapid Shot feat, and the Sniper Archer gains the benefits of the Darkstalker feat, even if he does not qualify for it. A Sniper Archer who is entitled an extra attack in a round instead adds the damage from another arrow to his only arrow fired. This effect stacks with anything else effectively adding damage.
Dodge
An archer gains Dodge as a bonus feat at 2nd level.
Eagle Eyes
At 3rd level the archer's senses enable superior shooting. He gains a +1 competence bonus to ranged attack rolls. Every 3 levels thereafter, he gains an additional +1 to attack rolls for ranged attacks.
Power Shot
At 4th level, an archer gains the benefit of the Power shot feat, on your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Ranged Precision Damage
The archer gains an understanding of his chosen archery style unmatched by any other. At fifth level, a Sniper Archer gains +1d6 extra damage whenever a target is further than 20ft away, and an additional +1d6 every 2 levels after 5th. And a Volley Archer gains +1d6 extra damage to each arrow fired in a round, as long as he fires at least 3 arrows, this damage is increased by +1d6 every 5 levels after 5th for every arrow fired.
Evasion
At 6th level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archer is wearing light armor or no armor. If an archer would lose his dexterity bonus to AC, he does dot gain the benefit of Evasion.
Improved Archery Style
At 7th level an archer's archery style advances. A Volley Archer gains Manyshot as a bonus feat. A Sniper Archer instead gains both Precise Shot and Improved Precise Shot as bonus feats.
Mobility
An archer gains Mobility as a bonus feat at 8th level.
Bypass Barrier
At 9th level any archer can ignore non-solid barriers and shoot straight through them, this includes effects like Wind Barrier and the like.
Improved Evasion
At 10th level an archer becomes even more difficult to hit with magic and other attacks. This ability works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. An archer that would lose his Dexterity bonus to AC cannot use this ability.
Ranged Combat Proficiency
At 11th level, all archers become more attuned to all ranged weapons and increase the damage die by one interval (shortbow would become 1d8, longbow 1d10, etc.), this damage counts for all ranged weapons at all times, except when an archer is less than 20ft away from his target, he is then unable to get enough focus to be able to increase the damage.
Greater Archery Style
At 12th level an archer's archery style advances yet again. A Volley Archer gains the benefit of Improved Rapid Shot. A Sniper Archer instead gets the ability to retain cover easier when sniping. He only takes a -10 penalty to hide checks after an attack instead of -20.
Improved Bypass Barriers
At 13th level, an archer's ability to bypass nonphysical barriers increases to the point where the archer can successfully shoot at anything withing line of sight without dealing with extreme winds or magical effects possibly blocking the arrows.
Safe Shooting
At 14th level and beyond, an archer may fire even in the midst of melee. The true archer no longer provokes attacks of opportunity for firing in melee. He now retains the improved damage die for all ranged attacks, even when his enemy is within 20ft of the archer.
X-ray Vision
At 15th level, the archer gains the ability to see into and through solid matter. Vision range is 50 feet, with the archer seeing as if he were looking at something in normal light even if there is no illumination. X-ray Vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. This ability can be used a number of minutes per day equal to the archer's constitution score +10. This does not grant the archer the ability to also shoot through solid matter.
Archery Style Supremacy
At 16th level an archer's archery style reaches the best of his kind. A Volley Archer gains the ability to rain arrows from the sky, the arrow splitting into many mid-flight. As a standard action he may target a 20 ft. radius area and deal his normal damage, with a Reflex save DC 10 + 1/2 class level + Dex modifier, for half damage. A Sniper Archer likewise gains a similar power, but instead attacks in a 120 ft. line, striking all opponents within the line with a Reflex save DC 10 + 1/2 class level + Dex modifier for half damage. This arrow is not subject to AC and can therefore not be blocked, it keeps going until it reaches 120ft.
Greater Bypass Barriers
At 18th level, in addition to ignoring any magical effects, an archer's arrows ignore 30% of all concealment or cover, magical or otherwise. This means that total concealment only provides a 20% miss chance.
Phase Arrows
At 19th level, a select few of an archer's arrows are able to ignore nigh any barrier. This ability creates ethereal arrows, these arrows ignore physical barriers and damages all ethereal creatures with normal damage, this is only valid for one range increment, beyond one range increment, the arrows will resume normal form and be blocked by any barriers it would normally be blocked by. This ability can be used once for every Intelligence score +1/2 archer level, rounded down, it creates the effect for all arrows fired in that round.
Archery Style Perfection
As the archer becomes more and more focused on his style of archery, he gains the perfection needed to be so much more devastating than any other 'bowman'. At lvl 20, a Sniper archer may make a single attack at full BAB doing damage as normal, but adding damage from to possible extra arrows, dealing even more damage than normal, adding an additional 2 arrows to the total damage. A Volley Archer may make a full attack action to fire the number of arrows his BAB allows him, plus one more arrow at full BAB and BAB-5 each.
Specific Trick Shots
Armor Breaker: An archer may make a standard action to attack a creature at half his Base Attack Bonus. If her attack is successful the archer's attack ignores damage all reduction, an archer with extra attacks because of high BAB does not get to make those additional attacks. (Level 10+ Sniper Archers Only)
Arrow Spray: As a full-round action an archer may make a ranged attack against all opponents within 30 feet, an archer that gains multiple attacks because of high Base Attack Bonus, also gets to utilize these attack against all opponents. (Level 10+ Volley Archers Only)
Doom Shot: A Sniper Archer is so attuned to kill in a single shot, that with this shot, his arrow whizzes from the string, screaming with fury and carrying the power of Death itself. The target of this trick must make a Fortitude save with a DC of 10 + your dexterity modifier + 1/2 Archer level or be slain instantly. If the save is made, the arrow instead deals an additional 20d6 damage. A Sniper Archer can use this ability once per day for every ten archer levels. (Level 20+ Sniper Archers Only)
Hail of Black Death: As a Volley Archer advances he is more and more able to shoot hordes of arrows, and at the peak of his powers he knocks an arrow, then swifter than time itself he lets loose a deadly rain of steel upon his foes in a mad whirlwind of lightning-fast action. Using this trick, you can make a full attack on every single creature within range, bonus attacks for high BAB applies, a sniper archer may make additional attacks based on his Dexterity modifier at full BAB (1 extra attack per +4 mod). A Volley archer can use this ability once per day for every 10 archer levels. (Level 20+ Volley Archers Only)
Hidden Shot: When an archer makes a ranged attack against an opponent while hidden, his location is not automatically known by onlookers. This Trick shot is only available to Sniper Archers.
Parabolic Shot: An archer may make an attack that fires over any walls, up to 15ft high, at half the range increment of his weapon, at the penalty of halving the weapon's range increment again, the archer can shoot over walls up to 30ft high, this option is continuously available (each time the range is halved, the max. wall height doubles, starting at 15ft for one half).
Rain of Arrows: Whenever an archer uses a full attack action against a single opponent, that opponent is blinded for 1d4 rounds and is treated as flat-footed for that duration plus another 2 rounds. This Trick Shot is only available to Volley Archers.
Ranged Cripple: As a ranged attack, an archer may attempt to shoot at a target's feet, effectively doing half damage, but also halving the target's base land speed, as caltrops do. When attempting a ranged cripple trick shot, the defender's AC is treated as if he is one size-category smaller. After all, feet aren't that big.
Ranged Disarm: As a ranged attack, an archer may attempt to disarm his opponent, he knocks the opponent’s weapon out of his hands and to the ground. If he fails on the disarm attempt, the defender cannot attempt to disarm the archer. Bows and crossbows, except the hand crossbow, count as two-handed weapons for this purpose.
Ranged Feint: Feinting is a standard action. To feint, make a Bluff check opposed by a Sense Motive check by the target. The target may add his base attack bonus to this Sense Motive check. If the archer's Bluff check result exceeds the target’s Sense Motive check result, the next ranged attack he makes against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before the archer's next turn.
When feinting in this way against a nonhumanoid the archer takes a -4 penalty. Against a creature of animal Intelligence (1 or 2), the archer takes a -8 penalty. Against a nonintelligent creature, it’s impossible.
Ranged Feint does not provoke attacks of opportunity.
Ranged Sunder: An archer can use a ranged attack to strike a weapon or shield that his opponent is holding, all bows and crossbows, except the hand crossbow, count as two-handed weapons for this purpose. This does not provoke an attack of opportunity.
Ranged Trip: An archer may make a ranged touch attack against his opponent, if the attack succeeds, he makes a dexterity check opposed to the target's constitution check, normal size modifiers do apply as for the trip special attack. If the archer wins, the target character is tripped and drops prone. This does not provoke an attack of opportunity, and it is a full-round action.
Ricochet: An archer can use his ranged attack against enemies without line of effect. If the target is within one range increment they may be attacked if the line of effect can be made with 5 connected straight lines. (Level 15+ Archers Only)
Running Shot: An archer may take a full move action as well as firing a full round attack at any point in the movement, however, an archer using this Trick Shot can only use half his BAB for that round.
Sample Archers (lvl 20): Volley Archer (http://www.myth-weavers.com/sheetview.php?sheetid=149185) and Sniper Archer (http://www.myth-weavers.com/sheetview.php?sheetid=149210).
Credit to helpers of this Archer class (In order of appearance): Myou, arguskos, AgentPaper, vampire2948, Elvenblade, Jallorn, Person Man, Dienekes, DragoonWraith, The Dark Fiddler.
Thanks to all who helped, even if it was only to say something like 'this is overpowered', all help helped in the end to make this great homebrew class for what it is, so, to all: Thank You.
The Epic Archer:
{table=head]Archer Level|
Special|Trick Shots /day
21st|Eagle Eyes +7|
9
22nd||
9
23rd|Bonus Feat|
9
24th|Eagle Eyes +8|
9
25th||
10
26th|Bonus Feat|
10
27th|Eagle Eyes +9|
10
28th||
10
29th|Bonus Feat|
10
30th|Eagle Eyes +10|
11
[/table]
Abilities that are a function of the Archer's class level continue to use the Archer's class level, even when increased beyond 20th level. (These are abilities like Eagle Eyes, Phase Arrows and Ranged Precision Damage)
The number of Trick Shots known doesn't increase after 20ft level, as he then already knows all trick shots, but the number of trick shots will increase at a pace of one extra per day, every 5 levels, as displayed in the table above.