MammonAzrael
2008-03-17, 05:11 PM
This thread (http://www.giantitp.com/forums/showthread.php?t=75044) made me realize there really aren't any good options out there for archers. So, I propose we try to build an Archer base class, focused, obviously, on archery. First, some basic outline sketches:
http://www.wizards.com/dnd/images/cw_ag/75421.jpg
Archer
Alignment: Any
Hit Die: d8
Skill Points: 4 + Intelligence modifer (x4 at 1st level)
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis)
{table=head]Level|
Base AttackBonus|Fort Save|Ref Save|Will Save|
Precision[br]Range|Special
1st|
+1|
+0|
+2|
+0|30'|Deadly Precision, Ranged Weapon Aptitude
2nd|
+2|
+0|
+3|
+0|40'|Point Blank Shot
3rd|
+3|
+1|
+3|
+1|40'|Deadly Marksmanship, Sitting Duck
4th|
+4|
+1|
+4|
+1|50'|Ranged Precision 1d8
5th|
+5|
+1|
+4|
+1|50'|Close Combat Shot
6th|
+6/+1|
+2|
+5|
+2|60'|Farsight, Bonus Feat
7th|
+7/+2|
+2|
+5|
+2|60'|Expert Sniper
8th|
+8/+3|
+2|
+6|
+2|70'|Ranged Precision 2d8
9th|
+9/+4|
+3|
+6|
+3|70'|Reactive Shot
10th|
+10/+5|
+3|
+7|
+3|80'|Arcing Shot, Bonus Feat
11th|
+11/+6/+1|
+3|
+7|
+3|80'|Piercing Shot
12th|
+12/+7/+2|
+4|
+8|
+4|90'|Ranged Precision 3d8
13th|
+13/+8/+3|
+4|
+8|
+4|90'|
14th|
+14/+9/+4|
+4|
+9|
+4|100'|Bonus Feat
15th|
+15/+10/+5|
+5|
+9|
+5|100'|
16th|
+16/+11/+6/+1|
+5|
+10|
+5|110'|Ranged Precision 4d8
17th|
+17/+12/+7/+2|
+5|
+10|
+5|110'|
18th|
+18/+13/+8/+3|
+6|
+11|
+6|120'|Bonus Feat
19th|
+19/+14/+9/+4|
+6|
+11|
+6|120'|
20th|
+20/+15/+10/+5|
+6|
+12|
+6|130'|Hail of Arrows, Ranged Precision 5d8[/table]
Weapon and Armor Proficiency
An archer is proficient with all simple weapons, ranged weapons, and with light and medium armor, but not shields.
Deadly Precision (Ex)
The archer has spent countless hours training to place his shots accurately, to inflict the maximum amount of damage with arrow or bolt. An archer may add his Dexterity modifier to all damage he deals with ranged weapons as precision damage. At 5th level this damage is no longer considered precision damage.
Additionally, an archer may deal precision damage with ranged weapons as long as he is within 30' + 10' per 2 class levels.
Ranged Weapon Aptitude (Ex)
As the Warblade ability, but only with ranged weapons.
Point Blank Shot
At 2nd level the archer gains the Point Blank Shot feat for free. If you already have Point Blank Shot you may select another feat for which you meet the prerequisites from the list of archer bonus feats (below).
Deadly Marksmanship (Ex)
At 3rd level all ranged weapons the archer wields are treated as having a critical threat range 1 larger (a threat range of 20 becomes 19-20). At 7th level their critical multiplier is treated as being 1 larger (a multiplier of x3 becomes x4). At 11th level the critical threat range increases by an additional 1 (a normal threat range of 20 is considered 18-20). At 15th level the critical multiplier increases by an addition 1 (a normal multiplier of x3 is considered x5). These increases are applied after effects that increase critical threat ranges and multipliers (like Improved Critical).
Sitting Duck (Ex)
At 3rd level an archer may spend a full round action, during which he focuses on his target, excluding everything else from thought, and then unleashes a single ranged attack. He gets a +1 bonus on this attack roll, and it ignores all interference from weather conditions (including spells like Wind Wall), and he receives a -2 penalty to AC until his next turn. At 6th level he may ignore miss chances from concealment and spells like blur. At 11th level he may make a second shot and his AC penalty is reduced to -1. At 16th level he gets an additional +1 bonus on his attack roll, and he no longer receives a penalty to AC. At 20th level he may fire a third arrow, and the attacks are ranged touch attacks.
Ranged Precision
At 4th level the archer deal an extra 1d8 points of precision damage on ranged attacks. This damage increases an additional 1d8 every 4 levels (2d8 at 8th, 3d8 at 12th, 4d8 at 16th, and 5d8 at 20th). Since it is precision damage it cannot be applied to creatures immune to critical hits.
Close Combat Shot (Ex)
At 5th level an archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Farsight (Ex)
At 6th level, an archer has practiced enough that he gains great visual acuity. He suffers only half the normal penalty on his Spot checks because of distance. In addition, an archer takes only half the normal penalty on ranged attacks per range increment.
Bonus Feat
At 6th level the archer gains a bonus feat from the list given below. You must meet the prerequisites for the feat you select. Every 4 levels thereafter (10th, 14th, and 18th), you choose another bonus feat from the list.
Bonus Feat List: Able Sniper, Bowslinger, Deadeye Shot, Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Plunging Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Ranged Weapon Mastery - Bludgeoning/Piercing/Slashing, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, Weapon Focus, Weapon Specialization (ranged weapons only), Woodland Archer, Zen Archery.
Expert Sniper (Ex)
When attempting a Hide check after making a ranged attack while hidden (aka, ‘Sniping’), a 7th level archer only receives a –10 penalty on his Hide check (instead of the standard –20). At 13th level he doesn't take any penalty. At 19th level as a Full Round Attack, the archer may “sacrifice” one shot to increase his critical threat range on a single shot in that Full Attack by 1. Multiple attacks may be sacrificed. The bonus is only for one shot & does not carry over from round to round.
Reactive Shot (Ex)
At 9th level, if a creature within 15' of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against it at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round. At 13th level it only uses 1 of your Attacks of Opportunity. At 17th level the range increases to 30'.
Arcing Shot (Ex)
At 10th level an archer can fire a high, arcing shot to gain greater range with his projectile weapon. Any time the archer can fire a projectile weapon in an area with at least 40' of clearance between his position and the ceiling (or any other overhead obstruction), his maximum range with the projectile weapon is 15 range increments rather than the normal 10 range increments.
Piercing Shot (Ex)
At 11th level an archer becomes extraordinarily skilled at finding chinks in the armor of nearby foes. Archers may ignore any armor bonuses to the AC of a target within 30'. At 15th level the archer may use this ability against targets up to 60' away.
Hail of Arrows (Su)
At 20th level, as a full round action, an archer can fire an arrow at each target within range. Each attack uses the archer's highest attack bonus and each enemy may only be targeted by a single arrow.
My ideas
Dex modifier to all ranged damaged
Increased crit range/modifier (to represent the deadly precision of archers)
Extra damage dice (precision damage?)
Extra movement (ala Scout)
Extended range
Bonus Feats (archery focused/specific feats only?)
Called shots
Decreased penalties to hit
Doesn't provoke AoOs
May make ranged AoOs
Initiative bonus
Always acts/gets a surprise round (yay, range)
Trick shots
Save of die when crit confirmation is also a threat.
Archery oriented feats
Able Sniper (Races of the Wild)
Bow Feint (Dragon Magazine 350)
Bowslinger (Underdark)
Concealed Ambush (Dragon Magazine 339)
Coordinated Archery (Dragon Magazine 316)
Crossbow Sniper (Player's Handbook II)
Deadeye Shot (Player's Handbook II)
Defensive Archery (Races of the Wild)
Efficient Pull (Dragon Magazine 350)
Far Shot (Player's Handbook, Complete Adventurer)
Improved Precise Shot (Player's Handbook)
Improved Rapid Shot (Complete Warrior)
Manyshot (Player's Handbook)
Penetrating Shot (Player's Handbook II)
Plunging Shot (Races of the Wild)
Point Blank Shot (Player's Handbook, Complete Adventurer)
Precise Shot (Player's Handbook, Complete Adventurer)
Ranged Disarm (Complete Warrior)
Ranged Pin (Complete Warrior)
Ranged Sunder (Complete Warrior)
Ranged Threat (Dragon Magazine 350)
Ranged Weapon Mastery – Bludgeoning (Player's Handbook II)
Ranged Weapon Mastery – Piercing (Player's Handbook II)
Ranged Weapon Mastery – Slashing (Player's Handbook II)
Rapid Reload (Player's Handbook, Complete Adventurer)
Rapid Shot (Player's Handbook)
Sharp-Shooting (Complete Warrior)
Shot on the Run (Player's Handbook, Complete Adventurer)
Woodland Archer (Races of the Wild)
Zen Archery (Complete Warrior)
Ranged feats, descriptions, and their sources can be found on page 31 of Crystal Keeps Feat PDF (http://www.crystalkeep.com/d20/index.php).
Abilities from Prestige Classes
Arcane Archer (DMG)
Enhance Arrow: Increases the enhancement bonus of arrows
Imbue Arrow: Imbues arrow with temporary area spell
Seeker Arrow: Arrow can hit target without line of sight/effect
Phase Arrow: Arrow ignores nonmagical barriers
Hail of Arrows: Attack each opponent within range
Arrow of Death: Create arrow with a save or die effect
Cragtop Archer (Races of Stone)
Farsight: Half penalty on ranged attacks per increment
Strike from above: +2 damage to ranged attacks when on higher ground
Arcing Shot: 15 range increment max, instead of 10
Horizon Shot: Can ignore range penalty as full-round action
Order of the Bow Initiate (Complete Warrior)
Ranged precision: 1d8-5d8 ranged precision damage
Close Combat Shot: ranged attacks don't provoke AoOs
Extended precision: ranged precision damage at up to 60'
Well, what do you guys think? What would you add/suggest/etc? Did I miss any official material? Come on, lets get D&D a decent archer! :smallbiggrin:
Oh, and fluff is always welcome.
EDITS
Edit #1
Added class skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge: History, Martial Lore, Move Silently, Profession, Ride, Spot
Added Deadly Precision
Added Deadly Marksmanship
Edit #2
Added Close Combat Shot
Edited Deadly Precision to deal precision damage first, then normal damage at lv5; added increased precision damage range of 30'+10'/class level.
Edited Deadly Marksmanship to +1 increases, and made them stack with other modifiers.
Added Ranged Precision
Removed the "non-exotic" stipulation from ranged weapons the archer is proficient with.
Added Farsight
Added Reactive Shot
Added Arcing Shot
Added Between the Eyes
Edit #3
Added Ranged Weapon Aptitude
Added Point Blank Shot as a free feat at level 2.
Added bonus feats at 6th, 10th, 14th, and 18th levels.
Added Expert Sniper
Added Piercing Shot
Added Hail of Arrows
Edit #4
Added Sitting Duck
Edit #5
Cleaned up the formating
Cleaned up Deadly Precision, Deadly Marksmanship, Expert Sniper, Sitting Duck
Removed "Between the Eyes"
Moved Close Combat Shot to 5th level
Reduced the range of Reactive Shot
Between the Eyes
[B]Between the Eyes (Ex): At 5th level whenever the archer's attack hits, threatens a critical hit, and the confirmation roll is also a critical threat, the attacked creature must succeed on a Fort save (DC 10 + 1/2 class level + Dex modifier) or die (drop to -10 HP).
http://www.wizards.com/dnd/images/cw_ag/75421.jpg
Archer
Alignment: Any
Hit Die: d8
Skill Points: 4 + Intelligence modifer (x4 at 1st level)
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis)
{table=head]Level|
Base AttackBonus|Fort Save|Ref Save|Will Save|
Precision[br]Range|Special
1st|
+1|
+0|
+2|
+0|30'|Deadly Precision, Ranged Weapon Aptitude
2nd|
+2|
+0|
+3|
+0|40'|Point Blank Shot
3rd|
+3|
+1|
+3|
+1|40'|Deadly Marksmanship, Sitting Duck
4th|
+4|
+1|
+4|
+1|50'|Ranged Precision 1d8
5th|
+5|
+1|
+4|
+1|50'|Close Combat Shot
6th|
+6/+1|
+2|
+5|
+2|60'|Farsight, Bonus Feat
7th|
+7/+2|
+2|
+5|
+2|60'|Expert Sniper
8th|
+8/+3|
+2|
+6|
+2|70'|Ranged Precision 2d8
9th|
+9/+4|
+3|
+6|
+3|70'|Reactive Shot
10th|
+10/+5|
+3|
+7|
+3|80'|Arcing Shot, Bonus Feat
11th|
+11/+6/+1|
+3|
+7|
+3|80'|Piercing Shot
12th|
+12/+7/+2|
+4|
+8|
+4|90'|Ranged Precision 3d8
13th|
+13/+8/+3|
+4|
+8|
+4|90'|
14th|
+14/+9/+4|
+4|
+9|
+4|100'|Bonus Feat
15th|
+15/+10/+5|
+5|
+9|
+5|100'|
16th|
+16/+11/+6/+1|
+5|
+10|
+5|110'|Ranged Precision 4d8
17th|
+17/+12/+7/+2|
+5|
+10|
+5|110'|
18th|
+18/+13/+8/+3|
+6|
+11|
+6|120'|Bonus Feat
19th|
+19/+14/+9/+4|
+6|
+11|
+6|120'|
20th|
+20/+15/+10/+5|
+6|
+12|
+6|130'|Hail of Arrows, Ranged Precision 5d8[/table]
Weapon and Armor Proficiency
An archer is proficient with all simple weapons, ranged weapons, and with light and medium armor, but not shields.
Deadly Precision (Ex)
The archer has spent countless hours training to place his shots accurately, to inflict the maximum amount of damage with arrow or bolt. An archer may add his Dexterity modifier to all damage he deals with ranged weapons as precision damage. At 5th level this damage is no longer considered precision damage.
Additionally, an archer may deal precision damage with ranged weapons as long as he is within 30' + 10' per 2 class levels.
Ranged Weapon Aptitude (Ex)
As the Warblade ability, but only with ranged weapons.
Point Blank Shot
At 2nd level the archer gains the Point Blank Shot feat for free. If you already have Point Blank Shot you may select another feat for which you meet the prerequisites from the list of archer bonus feats (below).
Deadly Marksmanship (Ex)
At 3rd level all ranged weapons the archer wields are treated as having a critical threat range 1 larger (a threat range of 20 becomes 19-20). At 7th level their critical multiplier is treated as being 1 larger (a multiplier of x3 becomes x4). At 11th level the critical threat range increases by an additional 1 (a normal threat range of 20 is considered 18-20). At 15th level the critical multiplier increases by an addition 1 (a normal multiplier of x3 is considered x5). These increases are applied after effects that increase critical threat ranges and multipliers (like Improved Critical).
Sitting Duck (Ex)
At 3rd level an archer may spend a full round action, during which he focuses on his target, excluding everything else from thought, and then unleashes a single ranged attack. He gets a +1 bonus on this attack roll, and it ignores all interference from weather conditions (including spells like Wind Wall), and he receives a -2 penalty to AC until his next turn. At 6th level he may ignore miss chances from concealment and spells like blur. At 11th level he may make a second shot and his AC penalty is reduced to -1. At 16th level he gets an additional +1 bonus on his attack roll, and he no longer receives a penalty to AC. At 20th level he may fire a third arrow, and the attacks are ranged touch attacks.
Ranged Precision
At 4th level the archer deal an extra 1d8 points of precision damage on ranged attacks. This damage increases an additional 1d8 every 4 levels (2d8 at 8th, 3d8 at 12th, 4d8 at 16th, and 5d8 at 20th). Since it is precision damage it cannot be applied to creatures immune to critical hits.
Close Combat Shot (Ex)
At 5th level an archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Farsight (Ex)
At 6th level, an archer has practiced enough that he gains great visual acuity. He suffers only half the normal penalty on his Spot checks because of distance. In addition, an archer takes only half the normal penalty on ranged attacks per range increment.
Bonus Feat
At 6th level the archer gains a bonus feat from the list given below. You must meet the prerequisites for the feat you select. Every 4 levels thereafter (10th, 14th, and 18th), you choose another bonus feat from the list.
Bonus Feat List: Able Sniper, Bowslinger, Deadeye Shot, Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Plunging Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Ranged Weapon Mastery - Bludgeoning/Piercing/Slashing, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, Weapon Focus, Weapon Specialization (ranged weapons only), Woodland Archer, Zen Archery.
Expert Sniper (Ex)
When attempting a Hide check after making a ranged attack while hidden (aka, ‘Sniping’), a 7th level archer only receives a –10 penalty on his Hide check (instead of the standard –20). At 13th level he doesn't take any penalty. At 19th level as a Full Round Attack, the archer may “sacrifice” one shot to increase his critical threat range on a single shot in that Full Attack by 1. Multiple attacks may be sacrificed. The bonus is only for one shot & does not carry over from round to round.
Reactive Shot (Ex)
At 9th level, if a creature within 15' of you takes an action that provokes an Attack of Opportunity, you may make a single ranged attack against it at your highest attack bonus. This consumes all of your remaining Attacks of Opportunity for the round. At 13th level it only uses 1 of your Attacks of Opportunity. At 17th level the range increases to 30'.
Arcing Shot (Ex)
At 10th level an archer can fire a high, arcing shot to gain greater range with his projectile weapon. Any time the archer can fire a projectile weapon in an area with at least 40' of clearance between his position and the ceiling (or any other overhead obstruction), his maximum range with the projectile weapon is 15 range increments rather than the normal 10 range increments.
Piercing Shot (Ex)
At 11th level an archer becomes extraordinarily skilled at finding chinks in the armor of nearby foes. Archers may ignore any armor bonuses to the AC of a target within 30'. At 15th level the archer may use this ability against targets up to 60' away.
Hail of Arrows (Su)
At 20th level, as a full round action, an archer can fire an arrow at each target within range. Each attack uses the archer's highest attack bonus and each enemy may only be targeted by a single arrow.
My ideas
Dex modifier to all ranged damaged
Increased crit range/modifier (to represent the deadly precision of archers)
Extra damage dice (precision damage?)
Extra movement (ala Scout)
Extended range
Bonus Feats (archery focused/specific feats only?)
Called shots
Decreased penalties to hit
Doesn't provoke AoOs
May make ranged AoOs
Initiative bonus
Always acts/gets a surprise round (yay, range)
Trick shots
Save of die when crit confirmation is also a threat.
Archery oriented feats
Able Sniper (Races of the Wild)
Bow Feint (Dragon Magazine 350)
Bowslinger (Underdark)
Concealed Ambush (Dragon Magazine 339)
Coordinated Archery (Dragon Magazine 316)
Crossbow Sniper (Player's Handbook II)
Deadeye Shot (Player's Handbook II)
Defensive Archery (Races of the Wild)
Efficient Pull (Dragon Magazine 350)
Far Shot (Player's Handbook, Complete Adventurer)
Improved Precise Shot (Player's Handbook)
Improved Rapid Shot (Complete Warrior)
Manyshot (Player's Handbook)
Penetrating Shot (Player's Handbook II)
Plunging Shot (Races of the Wild)
Point Blank Shot (Player's Handbook, Complete Adventurer)
Precise Shot (Player's Handbook, Complete Adventurer)
Ranged Disarm (Complete Warrior)
Ranged Pin (Complete Warrior)
Ranged Sunder (Complete Warrior)
Ranged Threat (Dragon Magazine 350)
Ranged Weapon Mastery – Bludgeoning (Player's Handbook II)
Ranged Weapon Mastery – Piercing (Player's Handbook II)
Ranged Weapon Mastery – Slashing (Player's Handbook II)
Rapid Reload (Player's Handbook, Complete Adventurer)
Rapid Shot (Player's Handbook)
Sharp-Shooting (Complete Warrior)
Shot on the Run (Player's Handbook, Complete Adventurer)
Woodland Archer (Races of the Wild)
Zen Archery (Complete Warrior)
Ranged feats, descriptions, and their sources can be found on page 31 of Crystal Keeps Feat PDF (http://www.crystalkeep.com/d20/index.php).
Abilities from Prestige Classes
Arcane Archer (DMG)
Enhance Arrow: Increases the enhancement bonus of arrows
Imbue Arrow: Imbues arrow with temporary area spell
Seeker Arrow: Arrow can hit target without line of sight/effect
Phase Arrow: Arrow ignores nonmagical barriers
Hail of Arrows: Attack each opponent within range
Arrow of Death: Create arrow with a save or die effect
Cragtop Archer (Races of Stone)
Farsight: Half penalty on ranged attacks per increment
Strike from above: +2 damage to ranged attacks when on higher ground
Arcing Shot: 15 range increment max, instead of 10
Horizon Shot: Can ignore range penalty as full-round action
Order of the Bow Initiate (Complete Warrior)
Ranged precision: 1d8-5d8 ranged precision damage
Close Combat Shot: ranged attacks don't provoke AoOs
Extended precision: ranged precision damage at up to 60'
Well, what do you guys think? What would you add/suggest/etc? Did I miss any official material? Come on, lets get D&D a decent archer! :smallbiggrin:
Oh, and fluff is always welcome.
EDITS
Edit #1
Added class skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge: History, Martial Lore, Move Silently, Profession, Ride, Spot
Added Deadly Precision
Added Deadly Marksmanship
Edit #2
Added Close Combat Shot
Edited Deadly Precision to deal precision damage first, then normal damage at lv5; added increased precision damage range of 30'+10'/class level.
Edited Deadly Marksmanship to +1 increases, and made them stack with other modifiers.
Added Ranged Precision
Removed the "non-exotic" stipulation from ranged weapons the archer is proficient with.
Added Farsight
Added Reactive Shot
Added Arcing Shot
Added Between the Eyes
Edit #3
Added Ranged Weapon Aptitude
Added Point Blank Shot as a free feat at level 2.
Added bonus feats at 6th, 10th, 14th, and 18th levels.
Added Expert Sniper
Added Piercing Shot
Added Hail of Arrows
Edit #4
Added Sitting Duck
Edit #5
Cleaned up the formating
Cleaned up Deadly Precision, Deadly Marksmanship, Expert Sniper, Sitting Duck
Removed "Between the Eyes"
Moved Close Combat Shot to 5th level
Reduced the range of Reactive Shot
Between the Eyes
[B]Between the Eyes (Ex): At 5th level whenever the archer's attack hits, threatens a critical hit, and the confirmation roll is also a critical threat, the attacked creature must succeed on a Fort save (DC 10 + 1/2 class level + Dex modifier) or die (drop to -10 HP).