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Melas
2007-06-07, 11:49 PM
This is the very first homebrew class I have ever complied, and I'm going to be using it in my first ever campaign, which will be based on the Robin Hood legend. I didn’t feel the Ranger represented robin well, hence the homebrew. Please do not be gentle. I would rather find out the classes shortcomings and level of balance (or lack thereof) now than in the middle of my first game as DM.

Oringinally posted here. (http://www.giantitp.com/forums/showthread.php?t=45575)


Yeoman

None are the Yeoman’s equal with the bow; incredible feats of skill are the norm for these amazing archers. Known for jealously guarding their arms and for practicing their marksmanship for hours on end, these individuals have made the use of a single weapon into a way of life.

Yeoman come in as many varieties as there are arrows in a full quiver. Many learn their skill in military organizations where their skills are highly valued by wise generals. Countless others hone their skills in the hunt, either providing for their families or living off the land. Some come from the aristocracy in cultures who view archery as an art form. Those that care little for the law or for the safety of others may become dangerous highwaymen. They can even be found among troupes of entertainers, using their hard won skill to enthrall the masses. Nevertheless they all share one commonality, the uncanny ability to make the already formidable bow and arrow into an incredibly lethal and acurate weapon.

Purpose:
The Yeoman is meant to be an alternative to the Ranger as a ranged specialist, with fewer ties to nature and no divine spellcasting ability, but with a greater focus on combat specialty. It should be offered in campaigns in which ranged combat will play a vital roll, or where magic is less common. The Yeoman may replace the Ranger or compliment it.

Adventurers: Yeomen may adventure to test their skill and to improve themselves, to gain profit or fame, or in the service of a patron.

Characteristics: The Yeomen may fill the role of primary combat specialist, and the character’s survivalist skills are of great use in the wild in the wild. The Yeoman’s tracking ability, keen eyesight, and many other abilities also make the character an excellent scout. However, the Yeoman is most effective as a sniper or a ranged combatant away from the front lines where the character may be afforded the time to use its special abilities.

Alignment: Yeoman may be of any alignment, though their disciplined practice tends to sway them towards a Lawful outlook. Good Yeoman often use their skills to right perceived wrongs and combat evil. Lawful Yeomen are often found in the service of a noble patron, or in the military fighting for their homelands. Chaotic Yeomen can be found living in the wilderness or fighting against institutions and governments. Evil Yeoman may be assassins or dangerous highwaymen.

Religion: Yeoman are not particularly religious, but those that are tend to worship those gods who value battle, such as Heironeous, or Hextor.

Races: Yeomen are found among all races, but are much more common among Humans, Halflings, and Elves, than other races.

Other Classes: Yeomen get along well with Fighters, Palidins, and Barbarians whose melee combat skills often free up the Yeoman to better utilize its skills. Yeoman often clash with Rouges who they offten see as undisiplined versions of themselves.

Game Rule Information
Yeomen have the following game statistics.
Abilities: Dexterity is of utmost importance to a Yeoman, as this ability helps to determine their ability with a bow, which is the center of the Yeoman’s life. Yeoman also value wisdom since many of their most important skills are tied to this ability (Listen, Spot, and Survival) and one of their most powerful abilities (sure shot) is tied to this ability. Finally their lower than usual number of hit points for a fighter mean that a high constitution is also valuable to the character.
Alignment: Any
Hit Die: d8
Starting Age: As Ranger
Starting GP: As Ranger

Class Skills
The Yeoman's class skills(and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+1|
+2|
+2|
+0|Vitals shot 1d6, Track, Self Sufficient

2nd|
+2|
+3|
+3|
+0|Skilled Bow

3rd|
+3|
+3|
+3|
+1|Endurance

4th|
+4|
+4|
+4|
+1|Eagle Eye, One with the bow +1

5th|
+5|
+4|
+4|
+1|Vitals shot 2d6

6th|
+6/+1|
+5|
+5|
+2|Bow Adept

7th|
+7/+2|
+5|
+5|
+2|Woodland Stride

8th|
+8/+3|
+6|
+6|
+2|Swift Tracker, One with the bow +2

9th|
+9/+4|
+6|
+6|
+3|Evasion

10th|
+10/+5|
+7|
+7|
+3|Vitals shot 3d6

11th|
+11/+6/+1|
+7|
+7|
+3|Bow Mastery

12th|
+12/+7/+2|
+8|
+8|
+4|True Shot

13th|
+13/+8/+3|
+8|
+8|
+4|Camouflage

14th|
+14/+9/+4|
+9|
+9|
+4|One with the bow +3

15th|
+15/+10/+5|
+9|
+9|
+5|Vitals Shot 4d6

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Survivalist

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Hide in plain sight

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Sure Shot

19th|
+19/+14/+9/+4|
+12|
+12|
+6|One with the bow +4

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Vitals Shot 5d6[/table]


Class Features
All of the following are class features of the arcanist.

The Yeoman is proficient with all simple and martial weapons, and with light armor and shields (except tower shields)

Level 1
Self sufficient and Track feats

Level 1 and improvement every 5 levels
Vitals shot (Ex): The Yeoman is especially proficient at taking his time and picking his shots to deal massive amounts of damage. The Yeoman may make a full round attack at his highest base attack bonus to deal extra damage by striking vital areas of an opponent in much the same way a rouge does with a sneak attack. Such an attack must be made with a bow and must be made against a target within 1 range increment of the weapon. See the chart below for how much extra damage.
Should the Yeoman score a critical hit with a Vitals shot the extra damage is not multiplied.
This attack may be used in combination with the Rapid Shot, Manyshot, Greater Manyshot, or Improved Manyshot feats, but the bonus only applies to the first attack (even if the feat discription states otherwise), but each attack takes an additional -2 modifier to hit.
A Yeoman can use this ability only against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to a Vitals Shot. The Yeoman must be able to see the target well enough to pick out a vital spot and his attack must be able to reach such a spot. A Yeoman cannot use this ability against a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. These benefits apply only when the Yeoman wears light or no armor. The character loses all benefits of this ability when wearing medium or heavy armor.

Level 2
Skilled Bow (Ex): The Yeoman is treated as having the Rapid Shot feat when using a bow, even if the character does not have the normal prerequisites for that feat. These benefits apply only when the Yeoman wears light or no armor. The character loses all benefits of this ability when wearing medium or heavy armor.

Level 3
A Yeoman gains the Endurance bonus feat.

Level 4
Eagle eye: +3 enhancement bonus to spot

Levels 4, 8, 14, 19
One with the bow (Ex): A Yeoman knows their bow like they know their own arm, and the familiarity shows in their accuracy. If a Yeoman is “Familiar” (a quality described below) with a bow they gain a bonus to his attack roll of +1 on all attacks made with that bow. This Bonus increases to +2 at 8th level, +3 at 14th level, and +4 at 19th level. This bonus does not grant the Yeoman extra attacks.

In order for a bow to be Familiar to a Yeoman, the character must have crafted the bow themselves. Any failure in the bow (such as from poor maintenance) or change in the bows performance (such as when an enhancement bonus is added) causes the Yeoman to lose this familiarity, although in the latter case it may be regained. If the bow is of masterwork quality or better the bow may be enhanced by the Yeoman another character through magical means, but the Yeoman must be present when such enhancement is given to be able to regain familiarity. Also after the enhancement the Yeoman must practice with the bow for 1 hour per thousand gold pieces of the cost to create the enchantment (minimum 1 hour), upon completion of which the character is once again “familiar” with the bow.

Temporary enhancements, such as the cleric spell Magic Weapon temporarily disrupt the Yeoman’s familiarity with the weapon, just like a permanent enhancement (calculate the cost of the enhancement as though it were permanent).

Level 6
Bow Adept (Ex): The Yeoman is treated as having the Manyshot feat, even if the character does not have the normal prerequisites for that feat. These benefits apply only when the Yeoman wears light or no armor. The character loses all benefits this ability when wearing medium or heavy armor.

Level 7
Woodland Stride (Ex): A Yeoman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the character.

Level 8
Swift Tracker (Ex): Beginning at 8th level, a Yeoman can move at normal speed while following tracks without taking the normal -5 penalty. A Yeoman takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Level 11
Bow Master (Ex): The Yeoman is treated as having the Improved Precise Shot feat, even if the character does not have the normal prerequisites for that feat. These benefits apply only when the Yeoman wears light or no armor. The character loses all benefits this ability when wearing medium or heavy armor.

Level 12
True shot (Ex): This ability allows a Yeoman, through extraordinary skill, to make a single full round attack double the range increment of a bow. This ability may not be used in conjunction with any other full round attack, such as a rapid/manyshot or a Vitals shot.

Level 13
Camouflage (Ex): A Yeoman of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Level 16
Survivalist (Ex): the Yeoman becomes so certain in the use of Survival that the character can use it reliably even under adverse conditions. When making a skill check with Survival, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so.

Level 17
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Yeoman of 17th level or higher can use the Hide skill even while being observed.

Level 18
Sure shot (Ex): Once per day and one additional time per day per wisdom modifier, a Yeoman may combine his True Shot and Vitals Shot abilities for incredible effect. This allows him to use a bow to make a vitals shot attack within any range up to double the weapon’s range increment at no penalty, and also use a Rapid or Manyshot attack on the same turn. Such an attack takes a full round, and the extra damage only applies to a single target and only once per Sure Shot.

JackMage666
2007-06-08, 02:51 PM
Basically, what you've done is made a variant Ranger, even gaining most of the abilities at the same level.

A problem, though...

The Yeoman may make a full round attack at his highest base attack bonus to deal extra damage by striking vital areas of an opponent in much the same way a rouge does with a sneak attack. Such an attack must be made with a bow and must be made against a target within 1 range increment of the weapon. See the chart below for how much extra damage.
Should the Yeoman score a critical hit with a Vitals shot the extra damage is not multiplied.

This attack may be used in combination with the rapid or manyshot feats, but the bonus only applies to the first attack.
Emphasis added.
It sounds like you increase 1 attack from a Standard action to a Full Round Action in order to pull off the Vital Shot, correct? Well, then it should not be allowed with Rapid Shot, since you have to use a Full-Round Action (not a Standard Action) to do it. If you could, there's almost no point not too - Extra damage, and an extra attack (this is especially relavant at low levels, when the penalties are exactly the same. Normal - 2 shots, -2 to hit. Vital Shot - 2 shots, -2 to hit.)
Manyshot is debatable, but due to the increasing difficulty to use Manyshot (-4, then -2 per extra arrow), it should be OK. Also, Manyshot is naturally a Standard Action, like a reqular attack. I assume using Manyshot in conjunction with Vital Shot requires a Full-Round action.
The problem arises with Greater Manyshot (EPH), though. You should look into that.

Also, a suggestion would be an ability somewhere in levels 7-10 that allows you to make Ranged Attacks without Provoking Attacks of Opportunity.

Melas
2007-06-08, 09:32 PM
Basically, what you've done is made a variant Ranger, even gaining most of the abilities at the same level.

A problem, though...

Emphasis added.
It sounds like you increase 1 attack from a Standard action to a Full Round Action in order to pull off the Vital Shot, correct? Well, then it should not be allowed with Rapid Shot, since you have to use a Full-Round Action (not a Standard Action) to do it. If you could, there's almost no point not too - Extra damage, and an extra attack (this is especially relavant at low levels, when the penalties are exactly the same. Normal - 2 shots, -2 to hit. Vital Shot - 2 shots, -2 to hit.)
Manyshot is debatable, but due to the increasing difficulty to use Manyshot (-4, then -2 per extra arrow), it should be OK. Also, Manyshot is naturally a Standard Action, like a reqular attack. I assume using Manyshot in conjunction with Vital Shot requires a Full-Round action.
The problem arises with Greater Manyshot (EPH), though. You should look into that.

Also, a suggestion would be an ability somewhere in levels 7-10 that allows you to make Ranged Attacks without Provoking Attacks of Opportunity.
A variant Ranger (a Vanger?) is exactly my intention, as I wanted one for use in my low magic campaign (very little magic avalible outside of the magic centric classes, and almost no Arcane magic that isn't PC originated). I'm also thinking of altering the bard and palidin in a similar fashion for my campaign, or simply disallowing them.

I'll definitely take your advice and look at altering Vitals Shot, but it was my intention to specifically state that Rapid Shot could be used with the it in a single full round action despite both attacks being full round attacks. This is because I wanted to limit the Vitals Shot in a similar fashion to the Rouge.

Here’s my analysis:
The rouge's sneak attack is limited by distance to the target, and a conditional status on the target (namely that it be flanked, or that it's dex bonus is gone).

For Vitals shot I halved the damage, but more than doubled the range; in my eyes a roughly equal trade off. I also needed a trade off for the Conditional status; I choose a time constraint because it was thematically appropriate. However, this seemed to be an over compensation because not only did it limit the Yeoman's movement, it also prevented use of the Rapid Shot in conjunction with the ability, something not prevented in the case of Sneak Attack or the Rangers Favored Enemy. Thus the compensation.

I didn't include Improved Manyshot in the text, but it is implied. Also Improved Manyshot uses a standard action just like vanilla Manyshot, so it's not a problem.

I see what you are saying about never not using them together. Would adding -2 to the attack penalty when they are used in conjunction work to force the player to chose between increased accuracy and or increased damage?

As far as denying AOO around level 7 I wanted to make the Yeoman a soft target when he is using his Bow, in the same vein as a real world sniper. Besides, isn’t there a feat that covers that?

JackMage666
2007-06-09, 02:45 AM
I don't know of a feat that does that, no. I know the Order of the Bow Initiate gains it early on, and, as is, anyone who took this class would go Order of the Bow Initiate as soon as possible.
The character should already be a soft target, especially because it still doesn't threaten with the bow (So Mister Orc can just dance up to him, if he so chooses). It should at least get to defend himself while shooting, though.

Greater Manyshot was included because it specifically states that precision based damage is added to every arrow. Unless you're description supercedes that, you're increasing the Vital Shot several fold.

Melas
2007-06-09, 04:27 AM
I don't know of a feat that does that, no. I know the Order of the Bow Initiate gains it early on, and, as is, anyone who took this class would go Order of the Bow Initiate as soon as possible.
The character should already be a soft target, especially because it still doesn't threaten with the bow (So Mister Orc can just dance up to him, if he so chooses). It should at least get to defend himself while shooting, though.

Greater Manyshot was included because it specifically states that precision based damage is added to every arrow. Unless you're description supercedes that, you're increasing the Vital Shot several fold.



This attack may be used in combination with the rapid or manyshot feats, but the bonus only applies to the first attack.

I'll include a statement to the effect that this supersedes Feat descriptions, but I think this statement is pretty cut and dry.

Also on the issue of Greater manyshot and OoBI; I don't have any of the other books besides the core (I also have Epic Level stuff via SRD), so I can't see what you're talking about. I'll have too look the PRC up the next time I game with my friends. Also, since greater manyshot comes out of the EPH, (which I just realized is the acronym for the Expanded Psionics Handbook) I don't think it will come up in my game because, by mutual agreement by all parties in our group, the Psionics books are banned.

Matthew
2007-06-15, 12:22 PM
Looks interesting to me. I think you should definitely limit Vital Shot to a Full Round Action and not allow it to be used in combination with BAB, Rapid Shot, Many Shot, Speed, Haste or any other Attack increasing Feat, Ability, Spell or Magical Item.