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LordErebus12
2013-04-02, 02:32 AM
Hammerhold Archer
http://i.imgur.com/QBCftg1.png


Abilities: Dex, Int, Wis
Alignment: Any.
Hit Die: d8

Class Skills
The Hammerhold Archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering / geography / nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

{table=head]{colsp=6}Table: Hammerhold Archer Class
Level| BAB | Fort| Ref |Will| Special

1st |+1 |+0 |+2 |+2 | Hammerhold Archer's Stance, Precision
2nd |+2 |+0 |+3 |+3 | Quick Draw, Rapid Reloading
3rd |+3 |+1 |+3 |+3 | 1st Trick Shot
4th |+4 |+1 |+4 |+4 | Defensive Strike
5th |+5 |+1 |+4 |+4 | 2nd Trick Shot

6th |+6/+1 |+2 |+5 |+5 | Disrupting Shots
7th |+7/+2 |+2 |+5 |+5 | 3rd Trick Shot
8th |+8/+3 |+2 |+6 |+6 | Evasive Hammerhold Archer
9th |+9/+4 |+3 |+6 |+6 | 4th Trick Shot
10th |+10/+5 |+3 |+7 |+7 | Speed Loading

11th |+11/+6/+1 |+3 |+7 |+7 | 5th Trick Shot
12th |+12/+7/+2 |+4 |+8 |+8 | Clustered Shots
13th |+13/+8/+3 |+4 |+8 |+8 | 6th Trick Shot
14th |+14/+9/+4 |+4 |+9 |+9 | Shot On The Run
15th |+15/+10/+5 |+5 |+9 |+9 | 7th Trick Shot

16th |+16/+11/+6/+1 |+5 |+10 |+10 | Ranged Defense
17th |+17/+12/+7/+2 |+5 |+10 |+10 | 8th Trick Shot
18th |+18/+13/+8/+3 |+6 |+11 |+11 | Volley
19th |+19/+14/+9/+4 |+6 |+11 |+11 | 9th Trick Shot
20th |+20/+15/+10/+5 |+6 |+12 |+12 | Legendary Accuracy
[/table]

Class Features
All of the following are class features of the Hammerhold Archer.

Weapon and Armor Proficiency
Hammerhold Archers are proficient with all simple weapons, all bows (Greatbow, Longbow, and Shortbow; including all composite varieties), and all crossbows (including hand, light repeating, and heavy repeating varieties). Hammerhold Archers are proficient with light and medium armor but with no shields.

1st - Hammerhold Archer's Stance (Ex):
The Hammerhold Archer does not provoke attacks of opportunity when firing ranged weapons while threatened.

1st - Precision (Ex):
Hammerhold Archers can shoot ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack rolls. They also add their dexterity modifier to all damage rolls made with crossbows and bows, no matter the variety. This extra damage is precision damage, but is multiplied on a critical hit. Creatures immune to critical hits or sneak attacks do not suffer this extra damage.

2nd - Quick Draw:
A Hammerhold Archer can draw or sheath his weapons extremely quickly, as a free action that provokes no attack of opportunities. This functions otherwise as the quick draw feat for all prerequisites.

2nd - Rapid Reloading:
The time required for the Hammerhold Archer to reload his crossbows is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If the Hammerhold Archer uses a hand crossbow or light crossbow, he may fire that weapon as many times in a full-attack action as able.

3rd - Trick Shot (Ex):
A Hammerhold Archer can choose one of the following combat actions: He can perform this action with any bow or crossbow against any target within 30 feet. Every other level beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows or bolts as normal.

All trick shots are a standard action.


Disarming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. The target makes a opposed attack roll, as normal for a disarm check. If successful, the target is disarmed and the weapon is knocked 5 ft. from the wielder. If not, the arrow bounces harmlessly off the object.

Focused Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers normal damage plus an extra 1d4 damage per 4 Hammerhold Archer levels. This extra damage is considered precision damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

Maiming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers normal damage plus 1d4 bleed damage each round. The target suffers a -10 ft. movement penalty to all movement speeds and a -5 penalty on skill checks to avoid being tracked, the target's blood leaving a noticeable trail to follow. A successful heal check (DC 20) can remove the bleed damage and penalties, as can 5 points of magical healing.

Sunder Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target’s weapon, shield or other held object is sundered by the shot. This shot ignores hardness less than 20, dealing direct damage to the object struck.

At 11th level, the Hammerhold Archer can choose from the following list, in addition to the other trick shots he is able to learn.


Pinning Shot:
The Hammerhold Archer can make a single ranged touch attack at one target, at a -2 penalty to the attack roll. If successful, the target is pinned to the square it is in, and is considered grappled. The target pinned by an arrow can break free by destroying the Hammerhold Archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist check (against the Hammerhold Archer's AC).

Pinpoint Shot:
A Hammerhold Archer can make a single ranged attack against a target as a standard action. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. The Hammerhold Archer cannot perform this trick if the Hammerhold Archer moves in the same round.

Reflecting Shot:
The Hammerhold Archer must make a successful spot check to notice a creature hiding behind cover. As long as the target remains stationary or is within sight, the Hammerhold Archer can make a single attack roll at a -2 penalty against the target as a standard action. This attack ignores the effects of cover, including total cover. If successful, the arrow bounces off a single surface within 30 ft. of the target (assuming that the surface would grant line of sight to the target) and strikes the target.

Staggering Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers no damage but is shoved backwards one square, as if bull rushed.

Tripping Shot:
The Hammerhold Archer can make a single ranged touch attack at a -2 penalty against a target as a standard action. If successful, the arrow strikes the target in such a way that the target takes damage, lose balance and fall prone, as if tripped.

4th - Defensive Strike:
A Hammerhold Archer can use his bow or crossbow as a melee weapon. This ability allows a shortbow or crossbow to be used as a club, while a longbow or greatbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.

6th - Disrupting Shots:
If the Hammerhold Archer readies an action to shoot an opponent casting a spell and successfully hits that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4. Even if the attack misses, the caster must make a concentration check, although this check is lowered by however much the trick shot missed by.

8th - Evasive Hammerhold Archer (Ex):
A Hammerhold Archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 14th level and +6 at 20th level.

10th - Speed Loading:
The time required for a Hammerhold Archer to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. The Hammerhold Archer can fire a crossbow as many times in a full attack action as able. Reloading a crossbow longer provokes attacks of opportunity.

12th - Clustered Shots:
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

14th - Shot On The Run:
As a full-round action, A Hammerhold Archer can move up to his speed and make a single ranged attack at any point during that movement.

16th - Ranged Defense (Ex):
A Hammerhold Archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.

18th - Volley (Ex):
As a full-round action, a Hammerhold Archer can make multiple bow attacks at his highest base attack bonus against any number of creatures in a 15-foot- radius burst, making separate attack and damage rolls for each creature.

20th - Legendary Accuracy (Ex):
Any attacks made with bows or crossbows automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, the Hammerhold Archer cannot be disarmed while wielding a bow or crossbow.

chrisrawr
2013-06-15, 07:45 PM
Notes in Bold Red






Abilities: Dex, Int, Wis
Alignment: Any.
Hit Die: d10

D10's are pretty big for a range-focused class.

Class Skills
The Hammerhold Archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering / geography / nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

imo don't skimp on skillpoints per level. He's got a good skill list, let him use it! 4-6 would be my suggestion.

{table=head]{colsp=6}Table: Hammerhold Archer Class
Level| BAB | Fort| Ref |Will| Special

1st |+1 |+0 |+2 |+2 | Hammerhold Archer's Stance, Precision
2nd |+2 |+0 |+3 |+3 | Quick Draw, Rapid Reloading
3rd |+3 |+1 |+3 |+3 | 1st Trick Shot
4th |+4 |+1 |+4 |+4 | Defensive Strike
5th |+5 |+1 |+4 |+4 | 2nd Trick Shot

6th |+6/+1 |+2 |+5 |+5 | Disrupting Shots
7th |+7/+2 |+2 |+5 |+5 | 3rd Trick Shot
8th |+8/+3 |+2 |+6 |+6 | Evasive Hammerhold Archer
9th |+9/+4 |+3 |+6 |+6 | 4th Trick Shot
10th |+10/+5 |+3 |+7 |+7 | Speed Loading

11th |+11/+6/+1 |+3 |+7 |+7 | 5th Trick Shot
12th |+12/+7/+2 |+4 |+8 |+8 | Clustered Shots
13th |+13/+8/+3 |+4 |+8 |+8 | 6th Trick Shot
14th |+14/+9/+4 |+4 |+9 |+9 | Shot On The Run
15th |+15/+10/+5 |+5 |+9 |+9 | 7th Trick Shot

16th |+16/+11/+6/+1 |+5 |+10 |+10 | Ranged Defense
17th |+17/+12/+7/+2 |+5 |+10 |+10 | 8th Trick Shot
18th |+18/+13/+8/+3 |+6 |+11 |+11 | Volley
19th |+19/+14/+9/+4 |+6 |+11 |+11 | 9th Trick Shot
20th |+20/+15/+10/+5 |+6 |+12 |+12 | Legendary Accuracy
[/table]

Class Features
All of the following are class features of the Hammerhold Archer.

Weapon and Armor Proficiency
Hammerhold Archers are proficient with all simple weapons, all bows (Greatbow, Longbow, and Shortbow; including all composite varieties), and all crossbows (including hand, light repeating, and heavy repeating varieties). Hammerhold Archers are proficient with light and medium armor but with no shields.

1st - Hammerhold Archer's Stance (Ex):
The Hammerhold Archer does not provoke attacks of opportunity when firing ranged weapons while threatened.

1st - Precision (Ex):
Hammerhold Archers can shoot ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack rolls. They also add their dexterity modifier to all damage rolls. This extra damage is precision damage, but is multiplied on a critical hit. Creatures immune to critical hits or sneak attacks do not suffer this extra damage.

Careful with the wording here; as is, ANY damage rolls will be increased by DEX. This means taking a level in Wizard nets you Zap Traps and Lightning Storms dealing 6-7 damage a pop... It also means that the class is now a 'dip' for optimized builds.


2nd - Quick Draw:
A Hammerhold Archer can draw or sheath his weapons extremely quickly, as a free action that provokes no attack of opportunities.

Once per turn, maybe?

2nd - Rapid Reloading:
The time required for the Hammerhold Archer to reload his crossbows is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If the Hammerhold Archer uses a hand crossbow or light crossbow, he may fire that weapon as many times in a full-attack action as able.

3rd - Trick Shot (Ex):
A Hammerhold Archer can choose one of the following combat actions: He can perform this action with any bow or crossbow against any target within 30 feet. Every other level beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows or bolts as normal.


Disarming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -4 penalty to the attack roll. The target makes a opposed attack roll, as normal for a disarm check. If successful, the target is disarmed and the weapon is knocked 5 ft. from the wielder. If not, the arrow bounces harmlessly off the object.

Maybe just grant him "Ranged Disarm" (as feat)?

Focused Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -4 penalty to the attack roll. If successful, the target suffers normal damage plus an extra 1d4 damage per 4 Hammerhold Archer levels. This extra damage is considered precision damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

Drop the penalty to Attack Roll; you're already disallowing iterative attacks to do it. As well, what kind of actions do these abilities use? Attack Actions? Standard?

Maiming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -4 penalty to the attack roll. If successful, the target suffers normal damage plus 1d4 bleed damage each round. The target suffers a -10 ft. movement penalty to all movement speeds and a -5 penalty on skill checks to avoid being tracked, the target's blood leaving a noticeable trail to follow. A successful heal check can remove the bleed damage and penalties, as can magical healing.

What's the Heal Check DC? How much magical healing is required?

Sunder Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -4 penalty to the attack roll. If successful, the target’s weapon, shield or other held object is sundered by the shot. This shot ignores hardness less than 20, dealing direct damage to the object struck.

Why not just Ranged Sunder as feat? Bypassing hardness is a bit much imo.


At 11th level, the Hammerhold Archer can choose from the following list, in addition to the other trick shots he is able to learn.


Pinning Shot:
The Hammerhold Archer can make a single ranged touch attack at one target, at a -4 penalty to the attack roll. If successful, the target is pinned to the square it is in, and is considered grappled. The target pinned by an arrow can break free by destroying the Hammerhold Archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist check (against the Hammerhold Archer's AC).

As above, why not Ranged Pin?

Pinpoint Shot:
A Hammerhold Archer can make a single ranged attack against a target as a standard action. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. The Hammerhold Archer cannot perform this trick if the Hammerhold Archer moves in the same round.

It's a bit... weak.

Reflecting Shot:
The Hammerhold Archer must make a successful spot check to notice a creature hiding behind cover. As long as the target remains stationary or is within sight, the Hammerhold Archer can make a single attack roll at a -4 penalty against the target as a standard action. This attack ignores the effects of cover, including total cover. If successful, the arrow bounces off a single surface within 30 ft. of the target (assuming that the surface would grant line of sight to the target) and strikes the target.

Check out Circle of Life's Bouncing Shot for inspiration here - the ability is staple to most Archer classes, and has been refined over the ages.

Staggering Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -4 penalty to the attack roll. If successful, the target suffers no damage but is shoved backwards one square, as if bull rushed.

Just grant the Archer "Knockback" with ranged weapons.

Tripping Shot:
The Hammerhold Archer can make a single ranged touch attack at a -4 penalty against a target as a standard action. If successful, the arrow strikes the target in such a way that the target takes damage, lose balance and fall prone, as if tripped.

The negative attack penalties are really needless. There's already enough out there negating ranged attacks; why further disable the Archer's chances?

4th - Defensive Strike:
A Hammerhold Archer can use his bow or crossbow as a melee weapon. This ability allows a shortbow or crossbow to be used as a club, while a longbow or greatbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.

"Bows the character wields gain the benefits of being elven, even if they aren't.

6th - Disrupting Shots:
If the Hammerhold Archer readies an action to shoot an opponent casting a spell and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.

The caster must make a Concentration check even if the attack misses, though the DC is lowered by every point the Archer's attack missed by?

8th - Evasive Hammerhold Archer (Ex):
A Hammerhold Archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 14th level and +6 at 20th level.

10th - Speed Loading:
The time required for a Hammerhold Archer to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. The Hammerhold Archer can fire a crossbow as many times in a full attack action as able. Reloading a crossbow longer provokes attacks of opportunity.

12th - Clustered Shots:
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

14th - Shot On The Run:
As a full-round action, A Hammerhold Archer can move up to his speed and make a single ranged attack at any point during that movement.

16th - Ranged Defense (Ex):
A Hammerhold Archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.

18th - Volley (Ex):
As a full-round action, a Hammerhold Archer can make multiple bow attacks at his highest base attack bonus against any number of creatures in a 15-foot- radius burst, making separate attack and damage rolls for each creature.

20th - Legendary Accuracy (Ex):
Any attacks made with bows or crossbows automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, the Hammerhold Archer cannot be disarmed while wielding a bow or crossbow.


Overall, the class is solid. It could use increased range//decreased range penalties, as well as the ability to threaten out to a small range... but there's my take on it!

LordErebus12
2013-06-15, 08:47 PM
okay, let me figure some things out.

the penalty to the trick shot's attack roll are to imply that the shot is more difficult to make, as you are specifically making a called shot to hit with the desired effect. Its one thing to hit a creature's center of mass, but its another to specifically target spots. Most times called shots are a variant rule, meaning it won't always be used in every game.

Edit:

dropped HD to d8 (my rationality for d10s was the lack of a spell list in comparison to Ranger.)

upped skill points per level to 6+INT, rather than 2+INT.

Lowered penalties to trick shots (from -4 to -2) and clarified some things.

as for all the feats that basically do the trick shots, im not familiar with them. what books are they in?

LordErebus12
2013-06-15, 09:07 PM
Notes in Bold Red

Overall, the class is solid. It could use increased range//decreased range penalties, as well as the ability to threaten out to a small range... but there's my take on it!

Are there methods of doing so through feats/class features/etc. of RAW, already?