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    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Apr 2005
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    Default I've Got 20 Arrows Aimed Straight at Your Heart [base class]

    Archers need a niche. Meleers got melee, mages got ranged artillery, skillmonkeys got skills. This is why I feel giving a ranger or rogue a bow is just not good enough. A rogue with a bow is kind of like a mage with invisibility, knock, and disintegrate, but worse (sorry Haley). It would also be nice to give an NPC or even a PC levels of "archer" without chaining him to all that associated flavor of ranger or rogue.

    This class aims to give archers a niche; a reason to play them over something else. That reason is mostly their high attack roll, complemented by high-damage ranged mundane abilities, which involve a lot of attacks, meaning improvements to your weapon will help you a lot more than they would help any other martial character. These are balanced by the fact that you can only use them a couple times per encounter, after which your damage drops significantly, so they must be used tactically. They are also squishy like a mage and with their damage output are just as ripe a target. The class is probably stronger than PHB classes but most of mine are.


    Archer
    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+0|+2|+0|Ranged Precision +1d2

    2nd|+2|+0|+3|+0|Multishot 1/encounter

    3rd|+3|+1|+3|+1|Ranged Precision +2d2

    4th|+4|+1|+4|+1|Multishot 2/encounter

    5th|+5|+1|+4|+1|Ranged Precision +3d2

    6th|+6/+1|+2|+5|+2|Multishot 3/encounter

    7th|+7/+2|+2|+5|+2|Ranged Precision +4d2

    8th|+8/+3|+2|+6|+2|Pierce 1/encounter

    9th|+9/+4|+3|+6|+3|Ranged Precision +5d2

    10th|+10/+5|+3|+7|+3|Pierce 2/encounter

    11th|+11/+6/+1|+3|+7|+3|Ranged Precision +6d2

    12th|+12/+7/+2|+4|+8|+4|Pierce 3/encounter

    13th|+13/+8/+3|+4|+8|+4|Ranged Precision +7d2

    14th|+14/+9/+4|+4|+9|+4|Seeking 1/encounter

    15th|+15/+10/+5|+5|+9|+5|Ranged Precision +8d2

    16th|+16/+11/+6/+1|+5|+10|+5|Seeking 2/encounter

    17th|+17/+12/+7/+2|+5|+10|+5|Ranged Precision +9d2

    18th|+18/+13/+8/+3|+6|+11|+6|Seeking 3/encounter

    19th|+19/+14/+9/+4|+6|+11|+6|Ranged Precision +10d2

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

    Alignment: Any
    Hit Die: d6
    Class Skills: Hide, Move Silently, Spot, that kind of thing.
    Skill Points at 1st Level: (4 + Int modifier) 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armor Proficiencies

    Archers are proficient with all simple weapons and all bows and crossbows. From here on, "bow" and "crossbow" are used interchangeably, as are "arrow" and bolt". They are proficient with light armor, but not with any shields.

    Ranged Precision (Ex)

    Archers have the advantage of being able to line up their shot instead of pitting their simple reactionary ability against their opponent's. If an archer takes a full-round action to shoot, he may add the listed amount to his attack roll. If the archer takes a standard action to shoot, he may add the minimum amount without rolling. Ranged Precision itself is permanent and requires no actions to activate.

    Multishot (Ex)

    One of the first tricks an archer learns is how to accurately fire multiple arrows at once. While impressive in archery competitions, this is also useful in combat.

    At 2nd level, as a full-round action, the archer can fire 1 arrow per 2 class levels divided amongst any number of targets within range at his highest attack bonus. Alternatively, as a standard action, he may fire 1 arrow per 4 class levels. Each separate target requires a separate attack roll, with a -1 penalty to attack on each arrow per two arrows fired. Multishot may be used once per encounter, increasing to 2/encounter at level 4 and 3/encounter at level 6.

    Single Target Variant: This ability may be flavored that the archer is firing one arrow with the power of many, and have its use restricted to one target only. This is a little more believable. In this variant, only one arrow is used up.

    Pierce (Ex)

    The archer's army-devastation abilities truly come to fruition at level 8, when he learns the ability to send his arrows through multiple enemies. Once per encounter as a free action, the archer may cause all arrows he fires for one round to continue on after hitting a target and hit another target behind. A separate attack roll must be made each time, with the new range increment taken into account if applicable. This ability may be used 2/encounter at level 10, and 3/encounter at level 12. It may be used more than once in a single round to have arrows pierce more than one target.

    Single Target Variant: Under the single target variant, this ability instead increases the damage die of your bow by 1 step. It may still be used more than once in a single round.

    Seeking (Ex)

    At level 14, the archer unlocks the power of true precision. Once per encounter, while using a full-round action to attack, the archer may increase his bow's critical threat ranged by his ranged precision bonus. This increases to 2/encounter at level 16 and 3/encounter at level 18. Seeking may be used as a free action. It may be used more than once in a single round, with the second and/or third uses granting a ranged precision reroll.

    Perfect Shot (Ex)

    At level 20, the archer gains the ability to focus all of his training into one perfect shot. As a full-round action, he may fire one arrow, taking 20 on the attack roll, meaning that it automatically hits and critical hits unless something intervenes. It also causes the target creature to make a Fortitude save equal to (Ranged Precision bonus + Dexterity bonus + total enhancement on arrow or bow, including special abilities) or die. Perfect Shot may be used once per encounter.