PDA

View Full Version : The Bowmaster (3.5 Base Class, PEACH)



TengYt
2009-01-01, 12:56 PM
Bowmaster


Abilities: The Bowmaster relies heavily on the Dexterity stat, as they are best suited for ranged combat. They can only wear light armour, too, so the extra AC helps them survive longer. High Constitution is as useful for them as any class. If a Bowmaster opts to use Composite Bows, or wishes to be able to offer melee support, a good Strength can help. Aside from that, Intelligence and Wisdom can be handy for a Bowmaster, to offer them more skills or to improve their poor Will save.
Alignment: Bowmasters can be any alignment. Most Bowmasters in millitary service are Lawful.
Class Skills: Balance, Climb, Craft, Hide, Jump, Move Silently, Profession, Spot, Survival, Swim, Tumble.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifer
Hit Die: d8

{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Point Blank Shot, Height Advantage (2d6)

2nd|
+2|
+0|
+3|
+0|Precise Shot, Support Fire

3rd|
+3|
+1|
+3|
+1|

4th|
+4|
+1|
+4|
+1|Bonus Feat

5th|
+5|
+1|
+4|
+1|Height Advantage (3d6), Pierce the Wind

6th|
+6/+1|
+2|
+5|
+2|Pin Down

7th|
+7/+2|
+2|
+5|
+2|Close Quarters Shooting

8th|
+8/+3|
+2|
+6|
+2|Bonus Feat, Pierce the Rain

9th|
+9/+4|
+3|
+6|
+3|Height Advantage (4d6), Improved Support Fire

10th|
+10/+5|
+3|
+7|
+3|

11th|
+11/+6/+1|
+3|
+7|
+3|Deadly Accuracy

12th|
+12+7/+2|
+4|
+8|
+4|Bonus Feat, Ranged Counter

13th|
+13/+8/+3|
+4|
+8|
+4|Height Advantage (5d6), Defeat the Wind

14th|
+14/+9/+4|
+4|
+9|
+4| Mageís Bane

15th|
+15/+10/+5|
+5|
+9|
+5|Superior Support Fire

16th|
+16/+11/+6/+1|
+5|
+10|
+5|Bonus Feat

17th|
+17/+12/+7/+2|
+5|
+10|
+5|Patient Sniper

18th|
+18/+13/+8/+3|
+6|
+11|
+6|Height Advantage (6d6)

19th|
+19/+14+9/+4|
+6|
+11|
+6|Unfathomable Range

20th|
+20/+15/+10/+5|
+6|
+12|
+6|BonusFeat, Godly Archer[/table]

Class Features
All class features are (Ex).

Weapon and Armor Proficiency: A Bowmaster is proficient with all simple weapons, all Light Melee martial weapons, the Longbow and Composite Longbow, the Shortbow and Composite Shortbow, light armor but not shields.
Point Blank Shot: At 1st level a Bowmaster gains Point Blank Shot as a bonus Feat. If he already has Point Blank Shot, he may instead select a Bowmaster Bonus Feat from the list below, provided he has the requirements for it.
Height Advantage: Bowmasters are experts at using extra height to gain tactical superiority over an enemy. Anytime they attack an enemy whilst being at least 50ft higher than them, they deal additional damage. This extra damage increases by 1d6 every four Bowmaster levels after 1st. This ability has no effect on the undead, constructs, plants, the incorporeal or oozes. A Bowmaster cannot use this ability when wearing Medium or Heavy armour, and Height Advantage can only be used with a type of bow or crossbow.
Precise Shot: At 2nd level, a Bowmaster gains the Precise Shot feat. If he already has the Precise Shot feat, he may select any Bowmaster bonus feat instead, as long as he meets the requirements.
Support Fire: At 2nd level, a Bowmaster has become an expert at shooting enemies distracted by his allies. You gain +2 to all attack rolls made against enemies engaged in melee combat, and +2 to damage.
Bonus Feat: At 4th level, and every 4th level after, a Bowmaster may select a Bonus Feat from the list below. He must have all the requirements for the Feat before selecting it.
(Acrobatic, Alertiness, Athletic, Dodge, Endurance, Far Shot, Improved Critical [Any Ranged weapon], Improved Initative, Improved Precise Shot, Lightning Reflexes, Mounted Archery, Mobility, Manyshot, Shot on the Run, Quick Draw, Rapid Reload, Rapid Shot, Skill Focus, Track)
Pierce the Wind: At 5th level, a Bowmaster can use ranged weapons with greater skill in windy conditions. All penalties regarding firing into the wind are reduced by 2. (For example, a Bowmaster can fire into severe wind at only a -2 penalty) In addition, he can fire into a Windstorm or Hurricane, at the same penalty as a siege weapon. (For example, with the bonus, he can fire into a Hurricane at a -6 Penalty)
Pin Down: A Bowmaster gains this ability at 6th level. Once a battle, as a Standard Action, a Bowmaster can attack any enemy once with a ranged weapon. If the attack hits, the target must make a Fort save at DC10+ 1/2 your Bowmaster Level + Your Dex Modifier. If they fail, they cannot perform a Move action on their next turn, not even a five foot step. This can only be used against enemies smaller than you, the same size, or one size larger.
Close Quarters Shooting: At 7th level, a Bowmaster no longer provokes Attacks of Opportunity when using ranged weapons at melee range. He may also threaten a foe with a ranged weapon at melee range.
Pierce the Rain: At 8th level, a Bowmaster receives no penalty when using ranged attacks in the rain, snow or sleet.
Improved Support Fire: At 9th level, a Bowmaster gains a +1 bonus to attack rolls and damage when using the Support Fire ability.
Deadly Accuracy: At 11th level, a Bowmaster gains an additional bonus to critical hits when using a ranged weapon. If they successfully score a critical hit with a ranged attack, the critical multiplier increases by 1. (For example, a longbow that has a x3 crit modifier will instead have a x4 crit modifier|) The critical threat must be confirmed to deal this extra damage, as normal.
Ranged Counter: A Bowmaster can now make Attacks of Opportunites at a range of up to 60ft. He may opt to make an AoO at any foe that provokes one at that range. This counts towards his AoO of the round, and he cannot gain extra Ranged Counters through the Combat Reflexes feat or any other similar abilities. Any movement within the 60ft range does not provoke a Ranged Counter.
Defeat the Wind: A Bowmaster of 13th level is very experienced at shooting in windy conditions. All his ranged attacks in the wind have a reduced penalty of 2. For example, if he were to fire into a Severe Wind, he would receive no penalty. In addition, he can fire into magically created winds, such as a Wind Wall spell, without any adverse effects.
Mageís Bane: Bowmasters devote the majority of their training in learning how to deal with spell casters, who their consider to be their greatest foe. At 14th level, this extensive training comes to fruition. As a standard action, a Bowmaster can fire a single ranged attack that completely ignores any DR against ranged attacks or AC bonus from a spell or spell-like ability, such as the Protection from Arrows or Mage Armour spells.
Superior Support Fire: At 15th level, a Bowmaster can use him skill at lending support to melee fighters in combination with his ability to pin down enemies. Against any enemies engaged in melee combat with allies, he can use the Pin Down ability as part of a full attack, without expending itís use per day. However, this comes at a price: if he chooses to use this, he no longer gets the bonuses provided by Precise Shot, Support Fire or Improved Support Fire, and his attacks are done at an additional -2 penalty.
Patient Sniper: At 17th level, a Bowmaster can choose to use a full-round action to carefully aim and observe one enemy within 60ft. He may not take a five-foot step that round, nor does he get a Ranged Counter or any other Attacks of Opportunity until his next turn. On his next turn, he can make a ranged full attack against that one enemy at x3 damage, which does not further multiply the damage of Height Advantage, Sneak Attack, or any other similar abilites. If the target dies before his second turn comes round, or moves out of the 60ft range limit, the attack is wasted and cannot be used on another enemy. It is ineffective against anything immune to critical hits. You must be able to see your target, if it cannot be seen by you, you do not gain the x3 damage.
Unfathomable Range: At 19th level, a Bowmasterís maximum range using a bow or crossbow is doubled. This stacks with Far Shot, and any other abilities that grant boosted range.
Godly Archer: At 20th level, a Bowmaster has reached the apex of his abilities. He can use Ranged Counter and Patient Sniper at any range provided he can see his foe. Additionally he can use Pin Down an unlimited times per battle, and gains two additional uses of Ranged Counter every round.



This is my first (completed) base class, so any feedback anyone can offer me would be much appreciated. :) Is it overpowered? Underpowered? Any advice etc? Much obliged.

Frog Dragon
2009-01-01, 01:08 PM
Looks good. Archery is a tad underpowered so giving this class lots of abilites is a good thing. Also some feats you might want to consider adding to the bonus feat list from supplements and a couble from the Phb too.

PHB: Weapon Focus: Any Ranged Weapon

PHBII: Deadeye shot, Crossbow Sniper, Penetrating Shot

Cadv: Deft Opportunist

There may be more that fit, but that's what I can find that fits the idea from my supplements. You better check you supplements for appropriate feats.

Wait a second. Ranged counter as written is insane! You basically have a threat range of 60 feet. So no-one can take a step without taking an arrow to the gut. Some changes need to be made to that.

TengYt
2009-01-01, 01:15 PM
I don't wanna add any more feats as I want this to be usable in core only games, but yeah I can think of about a dozen more bonus feats I could add if I wanted.


You're right about Ranged Counter. Not sure what I was smoking when I wrote that :smallconfused: I'll edit it.

Limos
2009-01-01, 01:16 PM
Looks good. Archery is a tad underpowered so giving this class lots of abilites is a good thing. Also some feats you might want to consider adding to the bonus feat list from supplements and a couble from the Phb too.

PHB: Weapon Focus: Any Ranged Weapon

PHBII: Deadeye shot, Crossbow Sniper, Penetrating Shot

Cadv: Deft Opportunist

There may be more that fit, but that's what I can find that fits the idea from my supplements. You better check you supplements for appropriate feats.

Wait a second. Ranged counter as written is insane! You basically have a threat range of 60 feet. So no-one can take a step without taking an arrow to the gut. Some changes need to be made to that.

Just think, if you had multiple Bowmasters you could just line them up and the next thing that moves gets three arrows to the face.

TengYt
2009-01-01, 01:18 PM
Aye, I fixed it so moving won't provoke the AoO, so the ability is slightly less ludicrous right now :smallbiggrin:

Innis Cabal
2009-01-01, 01:32 PM
If its core only games, then homebrew won't be an option. Homebrew is not Core.

TengYt
2009-01-01, 01:38 PM
Alternative answer: I'm too lazy to go searching through my corebooks to find archery feats that aren't in the PHB.

kyoten
2009-01-28, 03:50 PM
Bowmaster

Ranged Counter: A Bowmaster can now make Attacks of Opportunites at a range of up to 60ft. He may opt to make an AoO at any foe that provokes one at that range. This counts towards his AoO of the round, and he cannot gain extra Ranged Counters through the Combat Reflexes feat or any other similar abilities. Any movement within the 60ft range does not provoke a Ranged Counter.

Could there be a feat, or allowing Combat Reflexes, to increase the number of uses? If you look at it if a Bowmaster burns up all of his or her AoO using ranged counter then he or she will be unable to get any AoO against any closer opponents!

lesser_minion
2009-01-28, 06:17 PM
There are only two comments I'd make about this so far:

The Pierce the Wind ability probably needs to state explicitly that it applies vs. Wind Wall - at the moment the class becomes completely useless the instant someone employs that particular spell (it isn't an AC bonus or DR, it just says "arrows and crossbow bolts are deflected upwards and miss).


Could there be a feat, or allowing Combat Reflexes, to increase the number of uses? If you look at it if a Bowmaster burns up all of his or her AoO using ranged counter then he or she will be unable to get any AoO against any closer opponents!

The way I read those rules was that a ranged counter counted against your AoO limit normally, but could only be performed once per round. IIRC, you don't normally threaten adjacent squares when using ranged weapons anyway, however.

TengYt
2009-01-28, 06:27 PM
[QUOTE=lesser_minion;5708569]There are only two comments I'd make about this so far:

The Pierce the Wind ability probably needs to state explicitly that it applies vs. Wind Wall - at the moment the class becomes completely useless the instant someone employs that particular spell (it isn't an AC bonus or DR, it just says "arrows and crossbow bolts are deflected upwards and miss).


Already noted:


Defeat the Wind: A Bowmaster of 13th level is very experienced at shooting in windy conditions. All his ranged attacks in the wind have a reduced penalty of 2. For example, if he were to fire into a Severe Wind, he would receive no penalty. In addition, he can fire into magically created winds, such as a Wind Wall spell, without any adverse effects.


As for the ranged AoO, until 20th level the Bowmaster's Ranged Counter grants him one AoO at range per round. He may still used melee AoOs if he has Combat Reflexes or other abilities that grant extra AoOs. I might come up with a homebrew feat that allows additional use of Ranged Counter...

lesser_minion
2009-01-28, 06:38 PM
Defeat the Wind: A Bowmaster of 13th level is very experienced at shooting in windy conditions. All his ranged attacks in the wind have a reduced penalty of 2. For example, if he were to fire into a Severe Wind, he would receive no penalty. In addition, he can fire into magically created winds, such as a Wind Wall spell, without any adverse effects.

OK, I missed that one. So much for first impressions.

The only problem then is that Wind Wall is available 8 levels earlier than the Bowmaster can do anything about it. So you will have quite a few levels of overspecialisation.

Regarding the AoO thing, it might be interesting for Close Quarters Shooting to allow the character to threaten adjacent opponents. Nothing like standing next to a wizard and then slaughtering them with an arrow at point-blank range if they try to cast a spell.

TengYt
2009-01-28, 06:44 PM
Thanks for the comments :) I might shift down the Wind abilities a few levels. And good idea about the close quarters shooting threatening foes. I'll definately edit that in.

Athaniar
2009-01-29, 01:08 PM
Quick question: why such a PrC-ish name as "Bowmaster" and not something like "Archer"?

TengYt
2009-01-29, 03:13 PM
Archer wasn't 80s enough for me.

imp_fireball
2009-01-31, 08:47 PM
There's also other ranged feats such as penetrating shot.

Dienekes
2009-02-01, 12:42 AM
Looks interesting, though I may have missed it (I only skimmed sorry) but where is the Hit Dice?

Also purely aesthetic I'd change the name of Godly Archer, sounds kinda hokey to me.

TengYt
2009-02-04, 10:00 AM
Sorry, HD is d8. Dunno how I missed that :smallconfused:
Sometime in the future I'll be reading through all my source books to find worthy archer feats to add to the ones in Core. Until then, if any of you could suggest any, that would be most appreciated.

Frog Dragon
2009-02-04, 10:25 AM
Well I'll repost my list. I have also checked Csco and ToB for fitting feats, but I didn't find anything.

PHB: Weapon Focus: Any Ranged Weapon

PHBII: Deadeye shot, Crossbow Sniper, Penetrating Shot

Cadv: Deft Opportunist