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GumboGumblegrub
2013-08-30, 03:14 PM
The Frost Arcer

Abilities: Dexterity is the most beneficial for a Frost Archer due to their use of range weapons. Wisdom is also useful in gaining more uses of abilities. And Constitution for hit points.

Alignment: Frost archers can be of any alignment.

Religion: Frost archers do not depend on deities for their power. If they do pick a deity it is more often going to be a deity of Frostfell or Obad-Hai.

Races: Humans make good frost archers, so do elves because of their natural ability with bows. Though any race may pursue this class.

Other Classes: They work will with almost any other class. The natural ability to slow down targets ensure them to work well with both the slow fighter and the stealthy rouge

Role: A frost archer plays many roles in a party. He can cover the back of a party and also is very useful in battle because of his natural ability to slow down almost anything.


Table 1-1 Frost Archer
{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special Abilities | Natural Armor Increase
1st | +1 | +2 | +2 | +0 |Ice Bow |+0|
2nd | +2 | +3 | +3 | +0 | Freezing Arrows, evasion|+0|
3rd | +3 | +3 | +3 | +1| Arctic Shot 1d8, Fast Movement|+0|
4th | +4 | +4 | +4 | +1 | +1 Ice Bow, Uncanny dodge|+0|
5th | +5 | +4 | +4 | +1 | Free Draw, Natural Armor Increase, Shape Ice Bow|+1|
6th | +6/+1 | +5 | +5 | +2 | Cold Adaptation, Ice Bow Enhancement|+1|
7th | +7/+2 | +5 | +5 | +2 | Arctic Shot 2d8, Ice arrows|+1|
8th | +8/+3 | +6 | +6 | +2 |+2 Ice Bow, Improved Uncanny dodge|+1|
9th | +9/+4 | +6 | +6 |+3 | Improved evasion, Frostfell Creature Insight|+2|
10th | +10/+5 | +7 | +7 | +3 |Ice Storm|+2|
11th | +11/+6/+1 | +7 | +7 | +3 | Arctic Shot 3d8, Fear No Cold|+2|
12th | +12/+7/+2 | +8 | +8 | +4 | +3 Ice Bow|+2|
13th | +13/+8/+3 | +8 | +8 | +4 |Piercing Cold|+3|
14th | +14/+9/+4 | +9 | +9 | +4 | |+3|
15th | +15/+10/+5 | +9 | +9 | +5 | Arctic Shot 4d8, One with Cold|+3|
16th | +16/+11/+6/+1 | +10 | +10 | +5 | +4 Ice Bow|+3|
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hail Storm|+4|
18th | +18/+13/+8/+3 | +11 | +11 | +6 | |+4|
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Arctic Shot 5d8|+4|
20th | +20/+15/+10/+5 | +12 | +12 | +6 |+5 Ice Bow, Freezing Rain |+4|[/table]


Class skills: Balance, Climb, Craft, Hide, Jump, Knowledge (frozen north), listen, Move silently, ride, search, sense motive, spot, survival, tumble
Skill points at first: (6+ int) x 4.
Skill points at each additional level: 6+int


Weapon and Armor Proficiency: Frost Archer's are proficient with all simple weapons plus all bows, crossbows, throwing axes, short sword. Frost archers are proficient with light armor, but not with shields.

Hit dice: d8



Ice Bow (Su): As a move action, a Frost Archer can create a bow made of ice. All attacks made with this bow are treated as cold damage. When the bow is drawn an arrow made of ice is formed, when fired the arrow shatters on impact. Ice bow is identical in all ways (except visually) to a short bow of a size appropriate for its wielder. For instance, a Medium Frost Archer creates a Medium ice bow that deals 1d6 points of damage (crit 20/×2). Frost Archer’s who are smaller or larger than Medium create Ice Bows identical to short bows appropriate for their size, with a corresponding change to the bow’s damage. The wielder of an ice bow gains the usual benefits to his attack roll and damage roll from a high Dexterity bonus. The bow can be broken (it has hardness 10 and 10 hit points); however, a Frost Archer can simply create another on his next move action. The moment he relinquishes his grip on his bow it dissipates. An Ice Bow is considered a magic weapon for the purpose of overcoming damage reduction. Powers or spells that upgrade weapons can be used on an Ice Bow. A Frost Archer’s Ice Bow improves as the character gains higher levels. At 4th level and every four levels thereafter, the Ice Bow gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Freezing Arrows (Su): 1 time per day per Class level, The Frost Archer can shoot a Freezing Arrow. Activating this ability is a swift action and can be used in all attacks in a full round action. This ability does not stack with rapid shot or many shot. Upon hit these arrows have the chance to slow opponents only allowing them half movement. To resist this is fort save DC 10 + frost archer lvl. Duration is 3d4 rounds. At 13th level The Freezing arrows become harder to resist automatically slowing the target to half speed on a successful save and ¼ move speed on a failed save.

Evasion (Ex): A Frost Archer of 2nd level or higher 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 (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a Frost Archer is wearing light armor or no armor. A helpless Frost Archer (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Arctic Shot (Su): As a move action, a Frost Archer of 3rd level or higher can imbue his Ice Bow with destructive frost energy. This effect deals an extra 1d8 points of damage to the next ranged attack. An Ice Bow deals this extra damage only once when this ability is called upon, but a Frost Archer can imbue his Ice Bow with Frost energy again by taking another move action. Once a Frost Archer has prepared his bow for an Arctic Shot, it holds the extra energy until it is used. Even if the Frost Archer drops the bow or it otherwise dissipates, it is still imbued with frost energy when the Frost Archer next creates it. At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Frost Archer’s Arctic Shot increases as shown on Table 1-1.

Fast Movement (Ex): At 3rd level the Frost Archer’s land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, and not carrying a heavy load.
Uncanny Dodge (Ex): Starting at 4th level, a Frost Archer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Natural Armor Increase (Ex): At 5th level and every five levels there after (10th, 15th, 20th, and so on), a Frost Archer’s body becomes more like the ice he venerates. His skin turns whiter and colder to the touch as the permanent layer of frost grows deeper. This provides an increase to the character’s existing natural armor, as indicated on Table 1-1 (the numbers represent the total increase gained to that point) and he takes no damage from cold environments. In warm temperatures, the frost continually evaporates and replenishes itself, enshrouding the frost mage in a wispy vapor.

Free Draw (Su): At 5th level, a Frost Archer becomes able to create his ice bow as a free action instead of a move action.

Shape Ice Bow (Su): At 5th level, a Frost Archer gains the ability to change the form of his Ice Bow. As a full round action, he can change his Ice Bow to replicate a composite short bow, a long bow, or a composite long bow. The Ice Bow stays in its new shape until the Frost Archer selects a new shape.

Cold Adaptation (Ex): At 6th level, the Frost Archer becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and cold spells and spell-like abilities. In addition, the Frost Archer gains resistance to cold 10.

Ice Bow Enhancement (Su): At 6th level, a Frost Archer gains the ability to enhance his Ice Bow. He can add any one of the weapon special abilities that has an enhancement bonus value of +1. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Frost Archer can add to his weapon improves to +2, +3, and +4, respectively. A Frost Archer can choose any combination of weapon special abilities that does not exceed the total allowed by the Frost Archer level. For example, an 18th-level Frost Archer could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability. The weapon ability or abilities remain the same every time the Frost Archer creates his Ice Bow (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the ice bow takes, including the use of the shape ice bow or Ice Storm class abilities. To reallocate abilities the Frost Archer must spend 8 hours in meditation.

Ice Arrows (Su): At 7th level the Frost Archer gains the ability to shoot ice arrows. This ability can be used 1 time per class level per day. This ability is a swift action, and can be used on all attacks in a full round action. This ability does not stack with rapid shot or many shot. If the Ice arrow hits, the target must make a fort save DC 15 + ½ frost archer lvl or lose one attack that round.

Improved Uncanny Dodge (Ex): At 8th level and higher, a Frost Archer can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Frost Archer by flanking him, unless the attacker has at least four more rogue levels than the target has Frost Archer levels.

Frostfell Creature Insight (Ex): At 9th level, the Frost Archer gains a +2 insight bonus on attack and damage rolls against all creatures with the cold subtype.

Improved Evasion (Ex): At 9th level, a Frost Archer’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless Frost Archer (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Ice Storm (Su): At 10th level, a Frost Archer gains the ability to launch a volley of arrows, each arrow affecting a target I the first range increment. This ability can be used 1 time + wisdom modifier per day. (Thus a Frost Archer with a wisdom of 14 could use this ability 3 times per day). This ability counts as a standard action when used. Each arrow is considered an exact duplicate of the original fired from the bow. Meaning the Frost Archer may use Arctic Shot in addition to this ability so long as it was in the bow when Ice Storm was used.

Fear No Cold (Ex): At 11th level, The Frost Archer is perfectly at home in cold temperatures. He now has a +8 bonus on all saving throws against cold and cold spells and spell-like abilities, and resistance to cold 20.

Piercing Cold (Ex): At 13th level, the Frost Archer gains the Piercing Cold ability. The Frost Archer bypasses all resistances and immunities to cold granted by spells and spell-like effects of magic items (for example, a ring of minor energy resistance [cold]).

One with Cold (Ex): At 15th level, the Frost Archer’s body has become perfectly adapted to cold energy. He gains the cold subtype, granting him immunity to cold. His oneness with cold, however, makes him more susceptible to flame. Just like any other creature with the cold subtype, he gains vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fi re, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.

Hail Storm (Sp): At 17th level the Frost Archer gains the ability to shoot an arrow upward and the arrow shatters making ice shards rain down in a 30 by 30 square dealing 15d6 to everything in the affected area, reflex save (DC 15 +1/2 lvl+Wis mod) for half. This ability is a standard action and can be used 2 times + wis mod per day.

Freezing Rain(Sp): At 20th level the Frost Archer can use a full round action, shooting a barrage of arrows into the air after which the arrows shatter making ice shards rain down in a 30 by 30 square dealing 15d6 to everything in the affected area, reflex save (DC 15 +1/2 lvl+Wis mod) for half. If save is failed a fort save is required DC(10+1/2 Class level +Wis Mod) or be turned to ice permanently. Everything that is hit, regardless of saving throws, moves at ½ speed for 3 rounds.

Xaotiq1
2013-08-30, 04:21 PM
I will admit that this si super neato; however I can't help think that this would make a better PrC due to it's tight focus on bringing the chill. This is made all the more true with this being a refluff of the Soulknife/soulbow. Good opening volley, though.

GumboGumblegrub
2013-08-30, 09:49 PM
I made this class on request from a player who wanted to play as some sort of ice shooting archer. I know it's not the greatest thing out there, but there really isn't that much out there for an archer.

Laughingmanlol
2013-08-31, 01:11 PM
That's a nice class, with a good range of abilities. The one thing that stood out to me, though, is that I don't think you wrote anywhere that any of the damage is Cold damage. I'm not sure if this needs fixing, but I thought I'd point it out in case

inuyasha
2013-08-31, 01:27 PM
Wheres the skill list and fluff?

toapat
2013-08-31, 01:30 PM
I made this class on request from a player who wanted to play as some sort of ice shooting archer. I know it's not the greatest thing out there, but there really isn't that much out there for an archer.

Ahemm, just a quick note, ill leave these:

Another Homebrewer's idea of how to do this (a quarter of the way down the post) (http://www.giantitp.com/forums/showpost.php?p=13463319&postcount=2)

The Thoughts that were going through your player's mind when he, or she, asked for it (http://gameinfo.na.leagueoflegends.com/en/game-info/champions/ashe/)



otherwise, what criticism one could have has already been said, at least from what i see. its nice though

GumboGumblegrub
2013-08-31, 03:09 PM
I added class skills. can't believe I forgot that.
Also added a bit of fluff.

Arkhaic
2013-08-31, 04:32 PM
Dex doesn't usually add to damage under normal circumstances. It should, but it doesn't.

vinihigino
2013-08-31, 05:13 PM
Is this inspired in the drow ranger from dota 2?

toapat
2013-08-31, 08:41 PM
Is this inspired in the drow ranger from dota 2?

depends more specifically on what the player asked for, but at least judging from the class, its Ashe, not Traxex. Ashe is more frost archer while Traxex is a master archer of shadows