Kuma Kode
2009-09-17, 06:22 PM
This class is in no way done, so feel free to suggest changes or just rip it apart with your chaotic evil red pen of FAIL. Anyways, the campaign world I'm currently building has a much greater emphasis on flying monsters than other campaign worlds, so I figured a class specializing in ranged attacks would be a good investment of creative energies, especially considering ranged specialists kind of get ignored in favor of melee classes, probably because melee is more heroic.
So here we are, my attempt at a reasonable archer/sniper.
➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹
Game Rule Information
Archers have the following game rule statistics.
Abilities: Dexterity is necessary for the archer to reliably hit his or her mark, and Strength can add to the archer's power with certain kinds of bows.
Alignment: Any.
Hit Die: d6
Class Skills
The archer's class skills (and their key ability modifier) are Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Knowledge (Geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Use Rope (Dex).
Skill Points at 1st Level: 4 + Int Modifier × 4
Skill Points at Each Additional Level: 4 + Int Modifier
Class Features
All of the following are class features of the Archer.
Weapon and Armor Proficiency: Archers are proficient with all simple weapons, as well as the shortbow, composite shortbow, longbow, and composite longbow. They are proficient with light armor. An archer wearing medium or heavy armor loses access to his archer class abilities while so encumbered.
{table=head;width=100%]
Level |
Base
Attack |
Fort
Save |
Ref
Save |
Will
Save |
Special
1st |
+1 |
+0 |
+2 |
+0 | Trueshot 1/day, Wing Clip +1d6
2nd |
+2 |
+0 |
+3 |
+0 | –
3rd |
+3 |
+1 |
+3 |
+1 | Wing Clip +2d6
4th |
+4 |
+1 |
+4 |
+1 | Volley
5th |
+5 |
+1 |
+4 |
+1 | Wing Clip +3d6, Sniper +1
6th |
+6/+1 |
+2 |
+5 |
+2 | Trueshot 2/day
7th |
+7/+2 |
+2 |
+5 |
+2 | Wing Clip +4d6
8th |
+8/+3 |
+2 |
+6 |
+2 | –
9th |
+9/+4 |
+3 |
+6 |
+3 | Wing Clip +5d6
10th |
+10/+5 |
+3 |
+7 |
+3 | Sniper +2, Improved Volley
11th |
+11/+6/+1 |
+3 |
+7 |
+3 | Wing Clip +6d6
12th |
+12/+7/+2 |
+4 |
+8 |
+4 | Trueshot 3/day
13th |
+13/+8/+3 |
+4 |
+8 |
+4 | Wing Clip +7d6
14th |
+14/+9/+4 |
+4 |
+9 |
+4 | –
15th |
+15/+10/+5 |
+5 |
+9 |
+5 | Wing Clip +8d6, Sniper +3
16th |
+16/+11/+6/+1 |
+5 |
+10 |
+5 | Greater Volley
17th |
+17/+12/+7/+2 |
+5 |
+10 |
+5 | Wing Clip +9d6
18th |
+18/+13/+8/+3 |
+6 |
+11 |
+6 | Trueshot 4/day
19th |
+19/+14/+9/+4 |
+6 |
+11 |
+6 | Wing Clip +10d6
20th |
+20/+15/+10/+5 |
+6 |
+12 |
+6 | –[/table]
Weapon Specialization: Archers are eligible for Weapon Specialization as if they were fighters. Unless the archer is also a fighter of fourth level or higher, the weapon selected must be a bow or crossbow.
Trueshot: Once a day, an archer may focus all of his awareness and years of training into a single, well-placed shot. As a full-round action, the archer may make a single attack with a +20 insight bonus to the attack roll. Additionally, Trueshot attacks ignore the standard miss chances for concealment. Additional daily uses are acquired at 6th, 12th, and 18th levels. This is an extraordinary ability.
Wing Clip: Archers are the first, and often only, line of defense against airborne foes. They practice detailed strategies for dealing with these foes, and become even more effective over time. Whenever an archer successfully strikes a flying target with an arrow, he deals an additional 1d6 points of damage, with an additional die of damage at every odd level after 1st. Should the archer score a critical hit, this extra damage is not multiplied.
To effectively bring down an airborne target, the archer must be able to pick out vital organs and flight-related appendages. Therefore, an archer cannot clip a creature with concealment or one that is immune to critical hits.
Wing clip only applies to flying creatures who are intentionally airborne. Creatures who are falling or jumping do not take additional damage, nor do creatures who are standing on the ground, even if these creatures are capable of flight. Thus, a winged creature can avoid the extra damage by remaining grounded.
Sniper: The archer is a master of precise, deadly shots. Upon reaching 5th level, an archer's critical threat range when wielding a bow increases by 1. His threat range expands further at 10th and 15th level. This ability is factored after all other critical modifiers, such as from Improved Critical.
Volley: An archer of 4th level and higher may sacrifice efficiency and accuracy for coverage, shooting wildly at a group of targets. This ability consumes ten arrows. As a full-round action, an archer may attack a 10 ft. by 10 ft. square within range instead of a single enemy. Each target within the area must succeed on a Reflex save (DC 10 + 1/2 Archer's level + Archer's Dexterity modifier) or take damage as if struck by the archer's normal attack. A character with Evasion takes only half damage on a failed save. A character with Improved Evasion is immune to Volley unless they are immobile. Wing clip and Sniper do not apply to this attack.
Volley can be used with a light or hand crossbow if the archer has the Rapid Reload feat. A repeating crossbow can be used as well, assuming that the clip is full. Using Volley with a repeating crossbow only consumes five bolts.
Like other attacks with a ranged weapon, this ability provokes attacks of opportunity.
Improved Volley: At 10th level, the archer may target a 60 ft. cone, extending from the archer, with Volley instead of a 10 ft. by 10 ft. square. He may only do this once a day. This version of volley can affect up to one enemy per archer class level and consumes one arrow per enemy. It is otherwise identical to the original Volley.
Greater Volley: At 16th level, the archer's volley reaches its peak. He gains an additional daily usage of Improved Volley. Additionally, once per day, he may use Greater Volley, Instead of a 60 ft. cone, the archer may instead target any enemy within his attack range. This ability is otherwise identical to Improved Volley.
So here we are, my attempt at a reasonable archer/sniper.
➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹➷➸➹
Game Rule Information
Archers have the following game rule statistics.
Abilities: Dexterity is necessary for the archer to reliably hit his or her mark, and Strength can add to the archer's power with certain kinds of bows.
Alignment: Any.
Hit Die: d6
Class Skills
The archer's class skills (and their key ability modifier) are Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Knowledge (Geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Use Rope (Dex).
Skill Points at 1st Level: 4 + Int Modifier × 4
Skill Points at Each Additional Level: 4 + Int Modifier
Class Features
All of the following are class features of the Archer.
Weapon and Armor Proficiency: Archers are proficient with all simple weapons, as well as the shortbow, composite shortbow, longbow, and composite longbow. They are proficient with light armor. An archer wearing medium or heavy armor loses access to his archer class abilities while so encumbered.
{table=head;width=100%]
Level |
Base
Attack |
Fort
Save |
Ref
Save |
Will
Save |
Special
1st |
+1 |
+0 |
+2 |
+0 | Trueshot 1/day, Wing Clip +1d6
2nd |
+2 |
+0 |
+3 |
+0 | –
3rd |
+3 |
+1 |
+3 |
+1 | Wing Clip +2d6
4th |
+4 |
+1 |
+4 |
+1 | Volley
5th |
+5 |
+1 |
+4 |
+1 | Wing Clip +3d6, Sniper +1
6th |
+6/+1 |
+2 |
+5 |
+2 | Trueshot 2/day
7th |
+7/+2 |
+2 |
+5 |
+2 | Wing Clip +4d6
8th |
+8/+3 |
+2 |
+6 |
+2 | –
9th |
+9/+4 |
+3 |
+6 |
+3 | Wing Clip +5d6
10th |
+10/+5 |
+3 |
+7 |
+3 | Sniper +2, Improved Volley
11th |
+11/+6/+1 |
+3 |
+7 |
+3 | Wing Clip +6d6
12th |
+12/+7/+2 |
+4 |
+8 |
+4 | Trueshot 3/day
13th |
+13/+8/+3 |
+4 |
+8 |
+4 | Wing Clip +7d6
14th |
+14/+9/+4 |
+4 |
+9 |
+4 | –
15th |
+15/+10/+5 |
+5 |
+9 |
+5 | Wing Clip +8d6, Sniper +3
16th |
+16/+11/+6/+1 |
+5 |
+10 |
+5 | Greater Volley
17th |
+17/+12/+7/+2 |
+5 |
+10 |
+5 | Wing Clip +9d6
18th |
+18/+13/+8/+3 |
+6 |
+11 |
+6 | Trueshot 4/day
19th |
+19/+14/+9/+4 |
+6 |
+11 |
+6 | Wing Clip +10d6
20th |
+20/+15/+10/+5 |
+6 |
+12 |
+6 | –[/table]
Weapon Specialization: Archers are eligible for Weapon Specialization as if they were fighters. Unless the archer is also a fighter of fourth level or higher, the weapon selected must be a bow or crossbow.
Trueshot: Once a day, an archer may focus all of his awareness and years of training into a single, well-placed shot. As a full-round action, the archer may make a single attack with a +20 insight bonus to the attack roll. Additionally, Trueshot attacks ignore the standard miss chances for concealment. Additional daily uses are acquired at 6th, 12th, and 18th levels. This is an extraordinary ability.
Wing Clip: Archers are the first, and often only, line of defense against airborne foes. They practice detailed strategies for dealing with these foes, and become even more effective over time. Whenever an archer successfully strikes a flying target with an arrow, he deals an additional 1d6 points of damage, with an additional die of damage at every odd level after 1st. Should the archer score a critical hit, this extra damage is not multiplied.
To effectively bring down an airborne target, the archer must be able to pick out vital organs and flight-related appendages. Therefore, an archer cannot clip a creature with concealment or one that is immune to critical hits.
Wing clip only applies to flying creatures who are intentionally airborne. Creatures who are falling or jumping do not take additional damage, nor do creatures who are standing on the ground, even if these creatures are capable of flight. Thus, a winged creature can avoid the extra damage by remaining grounded.
Sniper: The archer is a master of precise, deadly shots. Upon reaching 5th level, an archer's critical threat range when wielding a bow increases by 1. His threat range expands further at 10th and 15th level. This ability is factored after all other critical modifiers, such as from Improved Critical.
Volley: An archer of 4th level and higher may sacrifice efficiency and accuracy for coverage, shooting wildly at a group of targets. This ability consumes ten arrows. As a full-round action, an archer may attack a 10 ft. by 10 ft. square within range instead of a single enemy. Each target within the area must succeed on a Reflex save (DC 10 + 1/2 Archer's level + Archer's Dexterity modifier) or take damage as if struck by the archer's normal attack. A character with Evasion takes only half damage on a failed save. A character with Improved Evasion is immune to Volley unless they are immobile. Wing clip and Sniper do not apply to this attack.
Volley can be used with a light or hand crossbow if the archer has the Rapid Reload feat. A repeating crossbow can be used as well, assuming that the clip is full. Using Volley with a repeating crossbow only consumes five bolts.
Like other attacks with a ranged weapon, this ability provokes attacks of opportunity.
Improved Volley: At 10th level, the archer may target a 60 ft. cone, extending from the archer, with Volley instead of a 10 ft. by 10 ft. square. He may only do this once a day. This version of volley can affect up to one enemy per archer class level and consumes one arrow per enemy. It is otherwise identical to the original Volley.
Greater Volley: At 16th level, the archer's volley reaches its peak. He gains an additional daily usage of Improved Volley. Additionally, once per day, he may use Greater Volley, Instead of a 60 ft. cone, the archer may instead target any enemy within his attack range. This ability is otherwise identical to Improved Volley.