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Dienekes
2009-07-31, 11:52 AM
The first class for my d20 system. It is a simple non-magic based archery class. In my specific retooling of the system classes have lower HP, and some mechanics work a bit differently.
If you wish to convert this class to normal DnD change Ranged Precision to d8's and grant the class d8 Hit Dice.
My goal for this class was to make it Tier 3 so on par with the TOB classes.
Please Peach if you can. Thanks.


Archer
ďYes they do look flashy wrapped in armor and carrying those heavy swords. Letís see how they look with a few feathers sticking out of them.Ē
-Delan, archer

A master of the bow and crossbow. Archers uses their keenly honed senses and precision to topple stronger foes with relative ease from safe distances. Using the very environment to assist them, archers can become skilled hunters or ambushers that strike without warning upon their opponents. Their mastery of ranged combat and tactical skill makes them feared on any battlefield.

MAKING AN ARCHER
An archer is a second line martial fighter. She fires upon her opponents at a distance and uses her wits and skill to gather kills.
Abilities: Dexterity is of foremost importance to an archer as it is needed to accurately fire her primary weapons, it also helps to mitigate her low defense for a martial class. Wisdom is also highly useful as several of her class abilities depend upon it as well as some useful skills.
Race: Of the base races elves and half-elves are the most prone to becoming archers, though it is not uncommon for many races to take up archery. Humans are also very common archers, which are common at the outskirts of civilization as hunters or as members of the army. Halflings archers are also common, as their small size makes the more direct martial classes infeasible. Among Gnomes archers are uncommon but not unheard of; as the amount of training it takes to master the archery seems a waste of time when more arcane options are available. Half-orcs tend to follow their societies trends when it comes to archery, if raised in a more human society half-orcs can be uncommon archers as their talents tend to lie in other areas. Orcs vary clan to clan though most do not choose the path of the archer. Dwarves are the rarest of archer, as their underground homes twist and turn too much for archery to be practical, as well as their society views indirect warfare as dishonorable.

Starting Gold of low class: 6d4 x 10 (150 gp)
Starting Age: As man-at-arms
GAME RULE INFORMATION

Alignment: Any alignment may play as an archer.
Hit Points at first level: 8 (or for standard dnd d8)
Hit Points at each additional level: 2 (or for standard dnd d8)

Class Skills:
An archers class skills (and the key abilities for each) are Acrobatics (Dex), Athletics (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis)
Skill Points at first level: (6+Int modifier)x4
Skill Points at each additional level: 6+Int modifier

Archer
{table=head]Level|Base Attack Bonus|Base Defense Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|
+1|Archery +1, Favored Terrain, Ranged Precision +1d6

2nd|
+1|
+1|
+0|
+3|
+2|Archer Ability

3rd|
+2|
+2|
+1|
+3|
+2|Bonus Feat, Evasion

4th|
+3|
+3|
+1|
+4|
+3|Archer Ability, Ranged Precision +2d6

5th|
+3|
+3|
+1|
+4|
+3|Archery +2, Favored Terrain, Fast Movement +10

6th|
+4|
+4|
+2|
+5|
+3|Archer Ability, Shot on the Run

7th|
+5|
+5|
+2|
+5|
+4|Bonus Feat, Flawless Stride, Ranged Precision +3d6

8th|
+6/+1|
+6|
+2|
+6|
+4|Archer Ability, Swift Tracker

9th|
+6/+1|
+6|
+3|
+6|
+5|Archery +3, Trackless Step

10th|
+7/+2|
+7|
+3|
+7|
+5|Archer Ability, Favored Terrain, Ranged Precision +4d6

11th|
+8/+3|
+8|
+3|
+7|
+6|Bonus Feat, Fast Movement +20

12th|
+9/+4|
+9|
+4|
+8|
+6|Archer Ability

13th|
+9/+4|
+9|
+4|
+8|
+6|Archery +4, Camouflage, Ranged Precision +5d6

14th|
+10/+5|
+10|
+4|
+9|
+7|Archer Ability, Piercing Shot 10 feet

15th|
+11/+6/+1|
+11|
+5|
+9|
+7|Bonus Feat, Favored Terrain

16th|
+12/+7/+2|
+12|
+5|
+10|
+8|Archer Ability, Ranged Precision +6d6

17th|
+12/+7/+2|
+12|
+5|
+10|
+8|Archery +5, Hide in Plain Sight

18th|
+13/+8/+3|
+13|
+6|
+11|
+9|Archer Ability, Fast Movement +30

19th|
+14/+9/+4|
+14|
+6|
+11|
+9|Bonus Feat, Ranged Precision +7d6

20th|
+15/+10/+5|
+15|
+6|
+12|
+9|Archer Ability, Favored Terrain, Perfect Shot on the Run[/table]

Class Features
All the following are class features of the archer
Weapon and Armor Proficiency: An archer is proficient with all simple and martial weapons and light and medium armor.

Archery (Ex): At 1st level an archer gains a +1 to base attack bonus for the purpose of attacks, feats, and prerequisites when using a ranged weapon. This bonus increases by +1 every 4 levels (5th, 9th, 13th, and 17th).

Favored Terrain (Ex):At 1st level an archer may select a type of terrain from among those given on the Favored Terrain Table. The archer gains a +2 bonus on Knowledge (Geography) and Knowledge (Nature) checks about her favored terrain as well as a +2 bonus on Perception, Stealth, and Survival checks and a +1 bonus to attack, defense, and initiative when in her favored terrain.
At 5th level and every 5 levels thereafter (10th, 15th, and 20th) an archer may select an additional favored terrain from those given in the table. In addition, at each interval all favored terrains chosen prior to the terrain of that interval gain an additional +2 to all skill checks and +1 bonus to attack, defense, and initiative.
If a specific terrain falls into more than one category of favored terrain, the archerís bonuses do not stack, she simply uses whatever is higher.

Favored Terrain Table
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material)
Swamp
Underground (caves)
Underground (dungeons)
Urban (buildings, streets, and sewers)
Water (on boats and other craft)
Water (below surface)

Ranged Precision (Ex): As an attack action an archer may make a single precisely aimed attack with a ranged weapon, dealing an additional +1d6 damage if the attack hits. When making a ranged precision attack the archer must be within 30 feet of her target. This bonus increases by +1d6 every 3 levels (4th, 7th, 10th, 13th, 16th, 19th). At level 11 all attacks made during the standard attack action receive this bonus.

Archer Ability: At 2nd level and every 2 levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th) an archer may select an archer ability. She may not select an archer ability more than once.

*Bonus Feat: The archer may gain an additional feat from her bonus feat list.

*Close-Combat Shot (Ex): An archer may make ranged attack while in melee combat without provoking an attack of opportunity.

*Elevated Movement (Ex): An archer may, in a favored terrain, move at full speed above ground level as long as she is on structurally stable ground with at least medium density of whatever she is running on. Example for the Forest favored terrain may move at full speed from tree to tree, for the Urban favored terrain may move at full speed from roof to roof, for the Water (on boats and other craft) from riggings to riggings.

*Favored Enemy (Ex): An archer may select a type of creature from among those given on the Favored Enemy Table. The archer gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attacks and damage rolls against such creatures. These bonus increases by +2 at 5th, 10th, 15th, and 20th levels.

Favored Enemy Table
Aberration
Animal
Dragon
Elemental
Fey
Giant
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Magical Beast
Monstrous Humanoid
Plant
Undead
Vermin

*Favored Terrain (Ex): An archer may choose an additional favored terrain from the Favored Terrain Table.

*Leg Piercing Shot (Ex): An archer may take a standard action to attack an opponent using half her ranged precision bonus. Upon dealing damage the opponent must make a Fortitude saving throw (DC 10 + Ĺ archer level + her Wisdom modifier) or become flat-footed for 1 round.

*Low-Light Vision (Ex): An archer may see twice as far as normal humans in low-light conditions. At 10th level this improves to Darkvision 60 feet.

*Hampering Shot (Ex): An archer may take standard action to attack an opponent using half her ranged precision bonus. Upon dealing damage the opponent must make a Reflex saving throw (DC 10 + Ĺ archerís level + her Wisdom modifier) or only be able to move at half speed for 1 round.

*Improved Close-Combat Shot (Ex): An archer, when using a ranged weapon threatens all opponents within a 15 foot radius. This ability requires Close-Combat Shot.

*Insightful Shot (Ex): An archer may add their Wisdom modifier to their attack rolls with all ranged attacks.

*Nocturnal (Ex): An archer gains all the benefits of a full nightís sleep in only 2 hours, though health gain does not improve past those 2 hours. She also gains a +3 resistance against all magic sleep affects. This bonus increases to +5 at 8th level and +7 at 16th level.

*Quarry (Ex): An archer can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, an archer can take 10 on her survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against his quarry and all critical threats are automatically confirmed. An archer may have no more than 1 quarry at a time. She can end this affect at any time as a free action, but she cannot select another quarry for 24 hours.

*Precise Shot: An archer gains an additional +1d6 to her ranged precision attack. This ability increases to +2d6 at 10th level.

*Sniper (Ex): The archer may use the ranged precision ability from a distance of 60 feet. At 15th level this increases to a distance of 90 feet.

*Track (Ex): An archer may add half her level to Survival skill checks made to follow or identify tracks.

Advanced Archer Ability: At 10th level her list of archer abilities she is allowed to choose from increases

*Armor Breaker (Ex): An archers ranged attack ignores 5 DR/-

*Blindsense (Ex): Requires the Low-Light Vision ability. An archer gain Blindsense 30 feet. At 17th level this bonus increases to 60 feet.

*Bonus Feat: The archer may gain an additional feat from her bonus feat list.

*Hidden Shot (Ex): When an archer makes a ranged attack against an opponent while hidden, her location is not automatically known by onlookers.

*Hunting Mastery (Ex): An archer may choose to take 10 when using the Perception, Survival, and Knowledge (Nature) skills when in a favored terrain, even if stress or distraction would normally prevent her from doing so.

*Improved Evasion (Ex): An archerís evasion improves. This ability works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless archer does not gain the benefit of improved evasion.

*Improved Quarry (Ex): Requires the Quarry ability. An archerís ability to hunt down her quarry improves. She can now select a quarry as a free action. She can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed she can select a new one after 10 minutes have passed.

*Arrow Spray (Ex): As a full round action an archer may make an attack against all opponents within 30 feet.

*Rain of Arrows (Ex): Whenever an archer uses a full attack action against a single opponent that opponent is blinded for that round, and must make a Will saving throw (DC 10+ Ĺ archerís level + archerís Wisdom modifier) or become shaken for 1d3 rounds.

*Ricochet (Ex): An archer can use her ranged attack against enemies without line of effect. If the target is within 60 feet they may be attacked if the line of effect can be made with 3 connected straight lines.

*Uncanny Dodge (Ex): An archer retains her Dexterity bonus to Defense (if any) even if caught flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized. If an archer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

*Wing Piercing Shot (Ex): An archer may make a standard action to attack a creature that is flying at half her ranged precision bonus. If her shot deals damage the targeted opponent must make a Fortitude saving throw (DC 10 + Ĺ archer level + her Wisdom modifier) or plummet from the sky, this ability work against all flying opponents, including those flying with magic.

Bonus Feat: At 3rd level and every 4 levels thereafter (7th, 11th, 15th, 19th) an archer may select a bonus feats. These feats must be taken from the following list: Dazzling Display, Deadly Aim, Defending Shot, Dodge, Endurance, Far Shot, Improved Critical (Bows or Crossbows), Lightning Reflexes, Manyshot, Mobility, Pinpoint Targeting, Point Blank Shot, Precise Shot, Quick Draw, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid Reload, Rapid Shot, Sharp Shooting, Shot on the Run, Spring Attack, Track, and Weapon Focus (Bows or Crossbows). She must meet all prerequisites for her selected feat.

Evasion (Ex): At 3rd level and higher, if an archer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the archer is wearing no armor, light armor, or medium armor and not carrying a heavy load. A helpless archer does not gain the benefit of evasion.

Fast Movement (Ex): At 5th level an archers base land speed increases by +10. This benefit applies only when she is wearing no armor, light armor, medium armor, and not carrying a heavy load. Apply this bonus before modifying the archerís speed because of any load carried or armor worn. This bonus increases by an additional +10 at 11th and 18th level.

Shot on the Run: At 6th level an archer gains the Shot on the Run feat, even if she does not have the prerequisites. If she already has this feat she may instead take another from her Bonus Feat list.

Flawless Stride (Ex): At 7th level an archer may move through any sort of terrain that slows movement at her normal speed without taking damage or suffering other impairment. Areas that have been magically manipulated to impede motion, however, still affect her.

Swift Tracker (Ex): Beginning at 8th level, an archer can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 (instead of the normal -20) when moving at up to twice normal speed while tracking.

Trackless Step (Ex); At 9th level an archer leaves no trail within their favored terrain. She may choose to leave a trail if so desired.

Camouflage (Ex): At 13th level an archer may use the Stealth skill to hide in any favored terrain, even if the terrain doesnít grant cover or concealment.

Hide in Plain Sight (Ex): While in any favored terrain, an archer of 17th level or higher can use the Stealth skill even while being observed.

Perfect Shot on the Run (Ex): As a full round action an archer may take a full movement action and take a standard attack action (this includes ranged precision attack) at any point during your movement.

Dienekes
2009-08-04, 07:37 PM
Ouch, no one's got anything to say, heh?

Well 1 bump to see if anyone has some advice before I let the class die off.

Lappy9000
2009-08-04, 08:14 PM
Ooch, you gotta get some Bold in on those class abilities; the whole thing will read a lot better. Plus, the easier it is to read, the more reviews you're likely to get!

I'll give you one meself, when I'm not supposed to be doing something else :smalltongue:

Debihuman
2009-08-04, 10:01 PM
Putting some spaces between paragraphs helps too.

Brachiation is already a feat so making it a special ability kinda defeats the purpose. Also, you cannot shoot a weapon while brachiating. You need your arms and hands to brachiate not your feet.

Debby

Dienekes
2009-08-07, 03:36 PM
Well thanks to both of you. I tried to spread out my class and hopefully it is easier on the eyes. (truth be told I did something stupid and bolded and italicize in my word document before bringing it over and forgot to change it again)

To Debby
I was actually trying to give the class something a bit better than the brachiation feat. Though I probably should have given it a different name, like Improved Terrain movement or something, since what is described in the ability is not technically brachiating anymore.

AgentPaper
2009-08-07, 05:18 PM
This really doesn't seem as much like a scout as it does some kind of ranger/scout hybrid. Which is fine, but overall it seems like a pretty boring class. "Run away and shoot" is probably an effective enough tactic, but it doesn't exactly seem like a fun thing to do ad nauseam for 20 levels. I'd focus more on the actual bow shooting than movement, and especially give the player different types of shots to make, from the simple "shoot their legs" and "shoot their eyes" to more complex things like shots that bounce off of walls to catch an enemy flatfooted, or a shot that pierces through multiple enemies, and so on.

Just make sure that the different shots are interesting both from a mechanical standpoint and a fluff standpoint. A flaming arrow is cool from a fluff standpoint, but +1d6 fire damage is boring from a mechanical standpoint.

Dienekes
2009-08-07, 05:53 PM
Thanks AgentPaper

The mild problem is that I am trying to design a system where targeted shots do actually count for something, and dealing enough damage that way actually has dismembering rules.

Examples of which anyone can attempt
Targeted Shot: Leg. Deals 1 Dex damage, target makes a save or moves at -5 penalty.
Targeted Shot: Arm. Deals 1 Str damage, target makes a save or become disarmed.

And so forth.

However, you make a valid point and I'll try and think of more interesting trick shots for the class. I am thinking of some sort of anti-magic one, because as always this class would become raped by any half-way decent magic class

Origomar
2009-08-07, 06:16 PM
This really doesn't seem as much like a scout as it does some kind of ranger/scout hybrid. Which is fine, but overall it seems like a pretty boring class. "Run away and shoot" is probably an effective enough tactic, but it doesn't exactly seem like a fun thing to do ad nauseam for 20 levels. I'd focus more on the actual bow shooting than movement, and especially give the player different types of shots to make, from the simple "shoot their legs" and "shoot their eyes" to more complex things like shots that bounce off of walls to catch an enemy flatfooted, or a shot that pierces through multiple enemies, and so on.

Just make sure that the different shots are interesting both from a mechanical standpoint and a fluff standpoint. A flaming arrow is cool from a fluff standpoint, but +1d6 fire damage is boring from a mechanical standpoint.


I agree, it seems alot like a buffed up ranger/scout hybrid. Also seems to have some rogue in there x.x

and i would change hidden shot to make it if the ranger is hiding they do not know where it came from. just to clarify.

Dienekes
2009-08-07, 09:50 PM
Fixed Hidden Shot (thank ya Origomar), and changed Brachiation to Elevated Movement.

And added a few more trick shots.

Archer Ability
*Leg Piercing Shot (Ex): An archer may take a standard action to attack an opponent using half her ranged precision bonus. Upon dealing damage the opponent must make a Fortitude saving throw (DC 10 + Ĺ archer level + her Wisdom modifier) or become flat-footed for 1 round.

*Hampering Shot (Ex): An archer may take standard action to attack an opponent using half her ranged precision bonus. Upon dealing damage the opponent must make a Reflex saving throw (DC 10 + Ĺ archerís level + her Wisdom modifier) or only be able to move at half speed for 1 round.

*Improved Close-Combat Shot (Ex): An archer, when using a ranged weapon threatens all opponents within a 15 foot radius. This ability requires Close-Combat Shot.

Advanced Archer Ability
*Wing Piercing Shot (Ex): An archer may make a standard action to attack a creature that is flying at half her ranged precision bonus. If her shot deals damage the targeted opponent must make a Fortitude saving throw (DC 10 + Ĺ archer level + her Wisdom modifier) or plummet from the sky, this ability work against all flying opponents, including those flying with magic.

hopefully more to come

Kaihaku
2009-08-07, 10:19 PM
For the trick shots, you might make them available as an attack action (part of a full attack) but cost precision damage die as some of the Rogue abilities. Like Crippling Strike or Hamstring from Complete Warrior.