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View Full Version : Ever see The Shooter? [Archer prestige class]



AjaxTorbin
2007-10-22, 11:44 PM
Requirements:
Feats: Point Blank Shot, Weapon Focus (any ranged), Precise Shot
Skills: Hide 5 ranks, craft(bow making) 5 ranks
Base Attack Bonus: +3

Stats:

Hit die: D6
Skills:4+Intelligence Modifier
Balance, Heal, Hide, Knowledge(Tactics), Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope.

Archer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Aim, Ranged Fighter +2

2nd|
+1|
+0|
+2|
+0|Sudden Shot, Top Shot

3rd|
+2|
+1|
+3|
+1|Snipe, Skirmish Fighting

4th|
+2|
+1|
+3|
+1|Ranged Fighter +4, Top Shot, Fast Movement

5th|
+3|
+1|
+4|
+1|Put It Where It Hurts, Find The Chink

6th|
+4|
+2|
+4|
+2|Top Shot

7th|
+5|
+2|
+5|
+2|Ranged Fighter +6,Master’s Shot
[/table]

Aim: As long as Archer does not move and takes no other action except to use a ranged weapon, he may remain in Aim mode. At sixth level the Archer may enter AIM mode as a standard action.
After spending a full round studying a target area and his surroundings, the following round the Archer may choose ONE of the following:
Double damage. The target must be with in thirty feet. Critical damage is doubled with this effect. Can only be used when within sixty feet of the target.
Called Shot. You may make a called shot without a negative. This can only be used when within sixty feet of the target. This attack takes a full round.
Aimed Shot: With this a Archer may apply his Ranged Fighter bonus as normal to shots within one range increment.
Hit The Weak Spot after focusing on a target, the archer may make a spot check verses the target's armor class, it succeeds, the archer may make one ranged attack. If it hits the target is denied his armor for a number of rounds equal to ½ Archer level.

Ranged Fighter: At first level the Archer gets +2 to ranged attacks within thirty feet. At fourth level, the archer gets an additional plus 2, for a total of +4. Then, at seventh level gains another plus 2, for a total of +6

Top Shot: At second level and every even archer level thereafter, the Archer may select and take a ranged combat feat.
(i'm to lazy to look in every single book and list all the feats used with ranged weapons)

Sudden Shot: as an immediate action, only in response to combat initiation, the Archer may draw and fire one ranged weapon. This is a normal attack, no special abilities(IE: feats) may be applied.

Skirmish Fighting: the Archer gets the effect of the shot on the run feat, even if he does not meet the prerequisites.

Snipe: To be able to snipe the archer must first Aim. Then spending two rounds taking no more action than a five foot step. The archer must have a clear line of sight, and line of effect to his target during the these two rounds. The target must also be no more then one range increment from the archer. After this time, if the Archer still has line of effect and sight, he makes one attack at his normal full base attack bonus. If this attack hits it automatically scores a critical hit.
The Archer may apply any normal Aiming Mode bonus he may recive as long as he still qualifies for it.

Put It Where It Hurts: Once per Target, once per round the Archer may make a single attack as a standard action. For each point of base attack bonus the Archer takes off his shot the Archer does one point of temporary Physical ability damage to any ability(archers choice, Strength, Constitution, and Dexterity)

Find The Chink: The Archer gets the effects of the Deft Strike feat.

Fast Movement: the archer's base land speed increases by ten feet.

Master Shot: the Archer chooses ONE ranged weapon with which he has the weapon focus feat for. All criticals with that one weapon are improved by one. For example, a long bow has a critical of x3, if the Archer chooses that weapon it becomes x4. This applies to all shots made.
________________________________

Changes:
swiched master shot and put it where it hurts.

changed skirmish.

added Find The Chink

Nebo_
2007-10-23, 01:19 AM
Aim: After spending a full round studying a target area and his surroundings, the following round the Archer may choose ONE of the following:
Double damage. This is base damage only. Any magical damage or damage from any other special ability is not doubled and may not be applied to the this attack. The target must be with in thirty feet. Critical damage is normal damage, and so is doubled with this effect.

You’re better off just shooting twice. This is really weak.


Called Shot. You may make a called shot without a negative. This can only be used when within sixty feet of the target. This attack takes a full round

There are no called shots in D&D. What does this do, exactly?


Aimed Shot: With this a Archer may apply his Ranged Fighter bonus as normal to shots within one range increment.
As long as Archer does not move and takes no other action except to use a ranged weapon, he may remain in Aim mode.
At sixth level the Archer may enter AIM mode as a standard action.

That’s useless, really. The bad thing about taking a full round action to aim is that you can’t shoot in the same turn. Even with a standard action to use it you can’t attack.


Top Shot: at second level and every even archer level thereafter, the Archer may select and take a ranged combat feat.

That’s very ambiguous, you should have a feat list here.



Sudden Shot: as an immediate action, only in response to combat initiation, the Archer may draw and fire one ranged weapon. This is a normal attack, no special abilities may be applied. Only one attack like this can be made in a round.

You can only take one immediate action a round anyway, there’s no need to specify that you can only do it once.


Skirmish Fighting: the Archer gets the effect of the shot on the run feat, even if he does not meet the prerequisites

Snipe: to be able to snipe the archer must first Aim. Then spending two rounds taking no more action than a five foot step. The archer must have a clear line of sight, and line of effect to his target during the these two rounds. The target must also be no more then one range increment from the archer. After this time, if the Archer still has line of effect and sight, he makes one attack at his normal full base attack bonus. If this attack hits it automatically scores a critical hit.

Doesn't have much in combat use, but it's nice for a sniper, obviously.


Put It Where It Hurts: Once per Target, once per round the Archer may make a single attack as a standard action. For each point of base attack bonus the Archer takes off his shot the Archer does one point of temporary ability damage.

To which score? You should make it a penalty and cap it at -5 or something. Otherwise you’ll get people shooting the charisma out of enemy fighters to drop them into a coma. (That makes no sense at all…)


Master Shot: the Archer chooses ONE ranged weapon with which he has the weapon focus feat for. All criticals with that one weapon are improved by one. For example, a long bow has a critical of x3, if the Archer chooses that weapon it becomes x4. This applies to all shots made.

I like this.

AjaxTorbin
2007-10-23, 06:23 PM
There are no called shots in D&D. What does this do, exactly?


there is a called shot alternate rule in the DMG. it gives the penatalies for shootin a hand or whatever. (might have been in Unearthed Arcana)


Snipe: To be able to snipe the archer must first Aim. Then spending two rounds taking no more action than a five foot step. The archer must have a clear line of sight, and line of effect to his target during the these two rounds. The target must also be no more then one range increment from the archer. After this time, if the Archer still has line of effect and sight, he makes one attack at his normal full base attack bonus. If this attack hits it automatically scores a critical hit.
The Archer may apply any normal Aim bonus he may recive as long as he still qualifies for it.

it's like the Assasains death attack. dont see anyone complaining about that.

Anxe
2007-10-23, 07:51 PM
Looks nice to me. I'd put in another ability that lets an archer take a full attack action at a -5 to all attacks while moving. Other thing to change would be Put It Where It Hurts which should only deal damage to physical stats. Even then probably not Con damage.

Nebo_
2007-10-25, 12:15 AM
it's like the Assasains death attack. dont see anyone complaining about that.

Then you musn't be looking hard enough. The assassin's death attack is widely reguarded as very weak. That said, your snipe ability is a fair bit better than that.

Kesnit
2007-10-25, 07:16 AM
Requirements:
Sudden Shot: as an immediate action, only in response to combat initiation, the Archer may draw and fire one ranged weapon. This is a normal attack, no special abilities(IE: feats) may be applied.


Does this mean the archer would take the normal -4 negated by Point Blank Shot, if that circumstance applied?

AjaxTorbin
2007-10-25, 08:22 PM
Does this mean the archer would take the normal -4 negated by Point Blank Shot, if that circumstance applied?

do you mean Precice Shot? (thats the one that takes off the -4 for shooting into melee)
but yes, NO feats may be applied.



Looks nice to me. I'd put in another ability that lets an archer take a full attack action at a -5 to all attacks while moving. Other thing to change would be Put It Where It Hurts which should only deal damage to physical stats. Even then probably not Con damage.


Upon further consideration, yes, i agree.

Allright, here's the question, should the archer get some type of bonus to damage? like the ranged precision class feature? (an extra 1D8 of damage every third level)

Anxe
2007-10-25, 10:02 PM
I don't think it should get that bonus. That would make it too similar to the Order of the Bow as well as possibly giving it too much power. If you wanted to extend it to a 10th level class I'm sure you could fit it in somewhere, but as it is now it shouldn't have Ranged Precision damage. It already has an ability that does progress, Ranged Fighter.