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Thread: There's archers, and then there's THIS.

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    Pixie in the Playground
    Join Date
    Feb 2012

    Default There's archers, and then there's THIS.

    I first saw the True Archer in the D&D wiki. I thought it was awesome, and wanted to use it, but I thought it lacked the feel of a real volley archer or a sniper, so I changed it a bit, and posted it here for peer criticism. Tell me what you think.

    The True Archer

    "My arrows will blot out the sun." –Indrick Cebium, human volley archer, his response on just how much he could help the castle of Mitragard during a siege

    "Give me six seconds. It'll be dead by then." –Halimar Fenn, elf sniper archer, on what he could do against a rampaging greater fire dragon


    There are archers, and then there are True Archers, masters of the bow unparalleled. They are the pinnacle of physical ranged combat, with the capability to put out carnage comparable to a battle wizard. And it’s all them. No magic, no tricks, just raw, unmatched skill.

    Many classes can be archers... fighters, rangers, sometimes even rogues, but none are as dedicated as the true archer. His focus pays off, enabling him to exceed the archery skills of his kin and into heights undreamed of.

    True Archers fight at a distance, out of range and out of mind... until the arrows start flying. A true archer can focus on the single powerful shot, or perform a volley of arrows to darken the skies. His support fire quickly wears away the enemy before they can even get close.

    Abilities: Dexterity is the most important ability of the true archer, who needs to hit and hit often, many times at penalties due to rapid shooting or distance. Constitution is less important than most characters as you will have distance, but still good for the day you are caught in the claws of your enemy, especially with your low hp. Intelligence gives you more skills as to be more useful to the party than ‘just’ overwhelming artillery.

    Races: Any race can be a true archer, although dexterous ones like elves are the most frequent.

    Alignment: Any.

    Hit Die: d4

    Class Skills: (6 + Int modifier per level, ×4 at 1st level)Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

    1st|+1|+0|+2|+0|Overspecialization, Deadly Skill, Archery Style
    2nd|+2|+0|+3|+0|Evasion, Bonus feat
    3rd|+3|+1|+3|+1|Improved Range
    4th|+4|+1|+4|+1|Overdraw, Eagle Eyes +1
    5th|+5|+1|+4|+1|Bonus Feat
    6th|+6/+1|+2|+5|+2|Improved Archery Style
    8th|+8/+3|+2|+6|+2|Eagle Eyes +2, Bonus Feat
    9th|+9/+4|+3|+6|+3|Improved Evasion
    10th|+10/+5|+3|+7|+3|Advanced Archery Style, Elemental Shot 2/day
    11th|+11/+6/+1|+3|+7|+3|Bonus Feat
    12th|+12/+7/+2|+4|+8|+4|Eagle Eyes +3
    13th|+13/+8/+3|+4|+8|+4|Elemental Shot 3/day
    14th|+14/+9/+4|+4|+9|+4|Golden/Black Arrow 1/day, Bonus Feat
    15th|+15/+10/+5|+5|+9|+5|Greater Archery Style,
    16th|+16/+11/+6/+1|+5|+10|+5|Elemental Shot 4/day, Eagle Eyes +4
    17th|+17/+12/+7/+2|+5|+10|+5|Bonus Feat
    18th|+18/+13/+8/+3|+6|+11|+6|Golden/Black Arrow 2/day
    19th|+19/+14/+9/+4|+6|+11|+6|Elemental Shot 5/day
    20th|+20/+15/+10/+5|+6|+12|+6|Supreme Archery Style, Bonus Feat, Eagle eyes +5[/table]

    All of the following are class features of the True Archer.

    Weapon and Armor Proficiency: True Archers are proficient with all simple weapons, and all martial ranged weapons. They are proficient with ALL bows, no matter its source or type. True Archers are proficient with light armor, but not with shields.

    Overspecialization(Ex): True Archers train exclusively with the use of the bow, to the exclusion of all else. Therefore, their melee base attack bonus is only half their level. When determining BAB for multiclassing, use their melee BAB(so a level 12 true archer would count as BAB 6 for multiclassing).

    Deadly Skill (Ex): The True Archer gains bonus damage equal to his dexterity modifier with ranged attacks.

    Bonus Feats: At second level, and every 3 levels thereafter, a true archer can choose a bonus feat. This feat may be selected from the list of fighter bonus feats. In addition, true archer levels count as fighter levels for the purpose of feat pre-requisites, and stack with actual fighter levels. The typical true archer invests in fighter bonus feats related to his style of archery.

    Archery Style (Ex): At 1st level a true archer chooses one of two styles of archery, the Volley True Archer who fights through sheer number of arrows rather than pure damage, or the Sniper True Archer who fights through the single, strong, devastating shot, usually under safety of cover. Once this choice is made, it effects the progression of all further archery style benefits.
    At 1st level the Volley True Archer gains the Rapid Shooting ability, which for all intents and purposes replaces the Rapid Shot feat. The Sniper True Archer instead gains the Darkstalker feat from Lords of Madness (Pg. 179), enabling him to hide from creatures with alternate senses, along with the Sniping ability.

    Rapid Shooting: You can fire arrows quickly. When attacking with a bow as a full round action you get an extra ranged attack at your full base attack bonus, but with a -2 penalty for all attacks for that round. For every 5 True Archer levels above 1, you get an extra attack at a BAB five points lower (so a level 16 volley archer could fire eight times with a base attack bonus of +14/+14/+9/+9/+4/+4/-1/-1. If you do not use rapid shooting you can fire four times at +16, +11, +6, and +1). These extra attacks may be fired at different targets.
    Special: Taking the improved rapid shot feat removes the -2 penalty.

    Darkstalker: You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.

    Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

    Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within their range.

    Snipe Attack: You may spend a full round action studying a single opponent. You may move up to your move speed while studying a target, but otherwise cannot perform any actions. If you do, your next attacks for one turn (if they hit, which you still have to roll for) automatically threaten a critical hit if your target is unaware of you or is denied his dexterity modifier to his AC. You shall have to study your target once more to regain your Snipe Attack bonuses after attacking. Unfortunately, such is the precision needed for Snipe Attacking, that the only way to gain extra attacks for Snipe Attack is for a high enough base attack bonus. As such, you may not use feats like rapid shot or manyshot for Snipe Attack. Note that if you are distracted in any way while studying your target (which runs from the turn you start it to the turn you attack), you must take a concentration check (use the DC for concentration checks spellcasters need to take, only remove the added DC of spell levels, also, studying your enemy does not provoke attacks of opportunity) to maintain your focus or lose your focus and study your target another round to gain sniping bonuses.

    Evasion (Ex): At 2nd level and higher, a true archer 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, he instead takes no damage. Evasion can be used only if the true archer is wearing light armor or no armor. A helpless true archer does not gain the benefit of evasion.

    Improved Range (Ex): When you use a bow, its base range increases by one-half (multiply by 1.5). If you have the Far Shot feat the range increase is doubled (this includes the far shot feat), so the final range would be double the base range.

    Overdraw (Ex): At fourth level, the true archer may take a penalty on his rolls to hit up to his base attack bonus, and add double this amount to his damage, as power attack. Alternatively, you may instead negate some or all of the to hit penalties at the cost of making a fortitude save at a DC equal to the bonus damage you receive from the attack penalties (so at level 8, a -8 to hit would give you +16 damage, which translates to a DC of 16, or a -4 to hit and a DC 8 fortitude save). Failing the save makes you fall under the effects of fatigue for one turn. Failing it by 10 or more increases the dexterity and strength penalties to -4 and makes it last for two turns. Further failures at increasing increments of 10 increases the penalties by 2 and makes it last for one more turn. These penalties may not be removed or negated in any way. You may only fail the save at a number of times equal to twice your constitution modifier per day, after which you may no longer use overdraw at all for the day.

    Eagle Eye (Ex): At 4th level the true archer's senses enable superior shooting. He gains a +1 bonus to his ranged attack rolls, with an additional +1 every four levels thereafter. This stops at 20th level.

    Improved Archery Style (Ex): At 6th level a true archer's archery style advances. A Volley True Archer gains the Multishot ability, which replaces the Manyshot feat. A Sniper True Archer instead gets the Hidden Shooter and Precision ability.

    Multishot: You fire multiple arrows with each draw of the bow. You may add another arrow to each shot with a cumulative -2 to all arrows’ attack rolls for each arrow you fire. You may only add one arrow plus another arrow for every ten true archer levels above 6. This can be used in tandem with Rapid Shooting. So a true archer with BAB 16 may fire eight times, each time with three arrows, with each shot gaining a -8 modifier (rapid shooting included), together with all other penalties. Note that only one arrow from each shot may critical.

    Hidden Shooter: The true archer retains cover easier when sniping. He only takes a -10 penalty to hide checks after sniping intead of -20. Add further modifiers depending on what type of cover or concealment or situation the sniper archer is in. Note that you cannot hide in plain sight, and so need at least some form of concealment, cover, or distraction to remain hidden. Below are some basic variables and their modifiers.

    {table=head] Variable | Modifier
    Soft/Heavy Cover|+5/+10
    Light/Heavy Concealment|+5/+10

    Precision: When Snipe Attacking, the true archer may negate ranged attack penalties (such as enemy cover and/or concealment, being entangled, being weakened, being shaken, etc.) up to half his ranks in concentration.

    Improved Evasion (Ex): At 9th level a true archer becomes even more difficult to hit with magic and other attacks. This ability works like evasion, except that while the true archer still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless true archer does not gain the benefit of improved evasion.

    Advanced Archery Style (Ex): At 10th level a true archer's archery style advances once more. A Volley True Archer gains the Extended Augment ability. A Sniper True Archer gains Improved Hidden Shooter and Deadly Precision.

    Extended Augment: When using the Elemental Arrow or Golden Arrow ability, the Volley Archer may extend the effect to not just one arrow, but every arrow she fires in one draw of the bow (so she may affect multiple arrows only if she uses multishot). She may augment only one element to every arrow she fires each time she uses elemental arrow.

    Improved Hidden Shooter: The sniper archer no longer has any penalties to hide after sniping. Also, when sniping with total cover or concealment you no longer need to make a new hide check.

    Deadly Precision: The true archer adds half his ranks in concentration to damage rolls and critical confirmation rolls when Snipe Attacking.

    Elemental Arrow (Su): The true archer begins to grasp energy beyond that of normal people, using their inner ki, force of will, or hidden magical talents to bring elemental fury to their arrows. At 10th level the true archer may, as a free action that is part of an attack, imbue an arrow with either fire, cold, electric, or acid damage. All the damage the arrow normally does instead becomes the appropriate elemental damage, plus an additional +4d6 in elemental damage (the additional elemental damage may not critical), which increases by d6 every three levels. He may do this 2/day and an additional time per day every 3 levels afterwards. The player must declare that he is using this ability prior to rolling the attack. Note that nonmagical augmentations such as poisons will disappear, and a failed attack still uses up the Elemental Shot.

    Golden Arrow (Su): At 14th level, the volley true archer gains a hallowed object given only to the greatest of marksmen. Once per day he may turn one of his arrows into a golden arrow. This arrow hits automatically. He must choose his golden arrow before he makes the attack roll. This may be used in tandem with elemental arrow. He gains an additional use at 18th level. Note that golden arrow does not negate poisons like elemental arrow, though using both together would.

    Black Arrow (Su): At 14th level, the sniper true archer gains a deadly object given only to the most lethal of marksmen. Once per day he may turn one of his arrows into a Black Arrow. A black arrow ignores all damage reduction, hardness, and one specific type of armor bonus chosen (natural/natural armor/armor/dodge/dexterity/etc.). He must choose his Black Arrow before he makes the attack roll. He gains an additional use at 18th level. Note that black arrow does not negate poisons like elemental arrow, though using both together would.

    Greater Archery Style (Ex): At 15th level a true archer's archery reaches incredible heights. A Volley True Archer gains the Rain of Arrows ability. Meanwhile a Sniper True Archer gains the Killing Shot ability.

    Rain of Arrows: Each of the volley archer’s arrows split into many mid-flight, raining death upon the enemy. As a full round action, the true archer may turn every arrow she fires (NOT in tandem with Multishot) into a multitude. This may be used in tandem with rapid shooting, but doing so incurs a special -4 penalty for all arrows fired (this is reduced to -2 if you have taken the improved rapid shot feat). With each arrow he may target an area 15 feet in diameter (3x3 squares) and deal his normal damage to everyone there (friend or enemy). He must first roll to hit with his normal modifiers (which enables a critical), and if he hits, the targets may roll a Reflex save (DC 10 + 1/2 class level + Eagle Eye bonus +Dex modifier) for half damage. Elemental arrow and golden arrow may be used together with Rain of Arrows, at the same time if wanted (golden arrow makes it hit automatically [this means no critical], with no reflex save allowed, though those with improved evasion take only half damage, while elemental arrow simply increases the damage). Note that nonmagical augmentations (such as poison), if any, are passed on to the multiples, though elemental arrow negates this.

    Killing Shot: The sniper archer becomes unbelievably lethal at shooting. When Snipe Attacking, he may, at the cost of a -10 to hit, attempt a sniping attack that will automatically critical even if his enemy is not denied his dex bonus to AC or unaware of him (though creatures immune to critical hits are still immune to this).

    Supreme Archery Style (Ex): At 20th level a true archer's archery style reaches heights undreamed of. A Volley Archer gains the Instinctual Lethality ability. The Sniper True Archer instead gains the Slayer ability.

    Instinctual Lethality: The Volley Archer gains an instinctual feel for death, and each and every arrow fired, numerous as they are, seem to strike at the most lethal places. Every arrow the Volley Archer fires may critical. In addition, the Volley Archer increases his bow’s critical threat range by two, which may be multiplied by the improved critical ability.

    Slayer: The Sniper Archer’s skill at deathdealing becomes so sublime that his every shot deals massive damage it should not be able to cause. When Snipe Attacking, the Sniper Archer doubles the damage multiplication for critical (x2 to x3, x3 to x5, etc.) and does normal critical damage against enemies immune to critical.

    Anyway, this is the finished product. Tell me what you think, guys.
    Last edited by CrossyCross; 2012-04-05 at 05:43 PM.