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Thread: Archer

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    Ogre in the Playground
    Join Date
    Dec 2007
    Location
    California, USA
    Gender
    Male

    Default Archer

    This thread 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:



    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 Attack[br]Bonus
    |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
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    • 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
    Spoiler
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    • 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.


    Abilities from Prestige Classes
    Spoiler
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    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!
    Oh, and fluff is always welcome.


    EDITS
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    Edit #1
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    • 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
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    • 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
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    • 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
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    • Added Sitting Duck

    Edit #5
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    • 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
    Spoiler
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    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).
    Last edited by MammonAzrael; 2009-02-16 at 01:03 PM.