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    Default [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    The Archer


    "Arrow! Black arrow! I have saved you to the last. You have never failed me and always I have recovered you. I had you from my father and he from of old. If ever you came from the forges of the true king under the Mountain, go now and speed well!"

    -Bard, The Hobbit

    Class Skills
    The Archer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis) and Survival (Wis)
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Focus | Trick Shots

    1st| +1 | +2 | +2 | +0 |Sharpshooter, Ranged Power Attack|3|2

    2nd| +2 | +3| +3 | +0 |Ranged Weapon Aptitude|6|3

    3rd| +3 | +3 | +3 | +1 |Bonus Archer Feat|10|4

    4th| +4 | +4 | +4 | +1 |Parting Shot|15|5

    5th| +5 | +4 | +4| +1 |Critical Precision (1)|21|6

    6th| +6/+1 | +5 | +5 | +2 |Bonus Archer Feat|28|7

    7th| +7/+2 | +5 | +5 | +2 |Evasion|36|8

    8th| +8/+3 | +6 | +6 | +2 |Keen Eye|45|9

    9th| +9/+4 | +6 | +6 | +3 |Bonus Archer Feat|55|10

    10th| +10/+5 | +7 | +7 | +3 |Camouflage, Critical Precision (2)|66|11

    11th| +11/+6/+1 | +7 | +7 | +3 |Cragtop Archery|78|12

    12th| +12/+7/+2 | +8 | +8 | +4 |Bonus Archer Feat|91|13

    13th| +13/+8/+3 | +8 | +8 | +4 |Favored of the Wind|105|14

    14th| +14/+9/+4 | +9 | +9 | +4 |Improved Evasion|120|15

    15th| +15/+10/+5 | +9 | +9 | +5 |Critical Precision (3), Hide in Plain Sight|136|16

    16th| +16/+11/+6/+1 | +10 | +10 | +5 |Threat of the Master|153|17

    17th| +17/+12/+7/+2 | +10 | +10 | +5 |Perfect Precision|171|18

    18th| +18/+13/+8/+3 | +11 | +11 | +6 |Bonus Archer Feat|190|19

    19th| +19/+14/+9/+4 | +11 | +11 | +6 |Mosquito Swarm Volley|210|20

    20th| +20/+15/+10/+5 | +12 | +12 | +6 |Critical Precision (4)|231|21[/table]

    Class Features: The following are all class features of the Archer class.

    Weapon and Armor Proficiency: Archers are proficient with all simple weapons and with all ranged martial weapons. Archers are proficient with light and medium armor, but no shields.

    Focus: An Archer has a limited pool of extreme mental acuity that he may draw upon to produce potent physical effects. This pool, known simply as Focus, consists of a number of points as shown on the table above. In addition, an Archer gains additional Focus for having a high Constitution score. The Archer adds half his Constitution modifier times his class level to his total Focus pool.

    Drawing on this pool is taxing on both the mind and body of the Archer. He must rest uninterrupted for at least eight hours to replenish consumed Focus.

    Trick Shots (Ex): All Archers know a variety of physical techniques known as trick shots. Using a trick shot consumes an amount of Focus based on its level: 1 Focus for 1st level trick shots, 3 for 2nd, 5 for 3rd, and so on.

    Archers begin play knowing two 1st level trick shots. At each level thereafter, the Archer gains knowledge of an additional trick shot of any level he has access to. At 3rd level, the Archer unlocks knowledge of 2nd level trick shots, at 5th level he unlocks 3rd level trick shots, and so on, ending with 9th level trick shots at 17th level.

    Each trick shot has an activation time noted in its entry. If an Archer is damaged while activating a trick shot, he must succeed on a Concentration check, DC 10 + damage dealt, or lose the effect of the trick shot and the Focus consumed to no effect, though he may substitute a basic ranged attack for a failed trick shot if he wishes.

    Some trick shots have an activation time of “1 attack action”. Such trick shots can be used as a standard action attack or as an attack of opportunity (should the Archer gain the ability to make attacks of opportunity with ranged weapons) or as many times in a full attack action as the Archer has iterative attacks due to base attack bonus. Bonus attacks, such as from the Rapid Shot feat, the haste spell, or the Splitting weapon enchantment, cannot be trick shots.

    If a trick shot mentions a saving throw, the DC for the save is equal to 10 + the level of the trick shot + the Archer's Dexterity modifier. Trick shots that specify a Reflex save to halve or negate their effects after a successful attack cannot be avoided with the Evasion or Improved Evasion class features or similar effects.

    At 4th level, and again at every even class level after that (6th, 8th, etc), the Archer may replace a single trick shot that he knows with another of the same level.

    Ranged Power Attack (Ex): While wielding a bow or a throwing weapon, an Archer may subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls before making attack rolls for a round. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

    Sharpshooter (Ex): While wielding a bow or a thrown weapon, an Archer may add his Dexterity bonus to damage, to a maximum of twice his Strength bonus. While wielding a crossbow, an Archer may add half his Dexterity modifier to damage.

    Additionally, an Archer does not suffer the usual -4 penalty for firing into melee. This effect qualifies the Archer for feats, prestige classes, and so on that require the Precise Shot feat.

    Finally, an Archer does not always provoke attacks of opportunity when using ranged weapons. Whenever he would make a ranged attack, the Archer may make a Concentration check as a free action. If the result of this check equals or exceeds an amount equal to 10 + the Base Attack Bonus of a creature threatening him, the Archer does not provoke an attack of opportunity from that creature, otherwise he provokes an attack of opportunity as normal. The Archer makes only one such Concentration check each round, and the result of the check is applied to all creatures that would threaten an attack of opportunity.

    Ranged Weapon Aptitude (Ex): With 1 hour of practice with a new weapon an Archer of 2nd level or higher may change the designated weapon for any feat he possesses that applies to a specific weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. He must have the newly designated weapon in hand during her practice and he must be proficient with it to make this change. Only ranged weapons can be modified in this way (an Archer could not, for example, alter the Stunning Fist feat to apply it to attacks made with a longbow).

    An Archer can adjust any number of feats with a single practice in this way, but he doesn't have to adjust them all in the same way. He cannot change the designated weapons in such a way that he no longer meets the prerequisites for another feat he possesses.

    Additionally, an Archer may take feats that require a Fighter level as if he were a Fighter of his class level.

    Bonus Archer Feats: At 3rd level and every 3 levels thereafter (6th, 9th, etc), an Archer gains a bonus feat drawn from the Archer bonus feat list. He must meet the prerequisites for the selected feat as normal.

    Parting Shot (Ex): When using the Withdraw action, an Archer of 4th level or higher may make a number of ranged attacks that he would be granted in a full attack action due to base attack bonus at any point during the movement, divided as he wishes. He may not, however, make any additional attacks that he might be granted in a full attack, such as the extra attack granted by haste or the Rapid Shot feat.

    Critical Precision (Ex): Beginning at 5th level, an Archer increases the critical threat range of any ranged weaponry he wields by 1. This increase is always applied last, after any other applicable modifiers to a weapon's critical threat range. At 10th level, and again at 15th and 20th level, the Archer increases the critical threat range by an additional point.

    Evasion (Ex): At 7th level and higher, an Archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Archer is wearing light armor or no armor. A helpless Archer does not gain the benefit of evasion.

    Keen Eye (Ex): At 8th level, an Archer's vision sharpens tenfold. He gains low-light vision, a +4 competence bonus to Spot checks, and does not need to make Spot checks to notice distant creatures unless they are actively hiding. The Archer automatically detects the presence of invisible creatures within 100 feet of himself, as if he had defeated their Hide check with a Spot check, but he does not automatically pinpoint the location of the detected creature – doing so requires a Spot check, as normal.

    Camouflage (Ex): Beginning at 10th level, an Archer can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

    At his discretion, an Archer may instead gain Urban Camouflage at this level, which functions as the ability above except that it works in urban environments.

    Cragtop Archery (Ex): At 11th level, an Archer gains the ability to use gravity to his advantage when making distant attacks. If he is standing on or flying at a higher elevation than his target, he adds the difference to the range increment of bows and crossbows, or one-half the difference to attacks made with thrown weapons, to a maximum of ten feet per class level for bows and crossbows, and five feet per class level for thrown weapons. For every ten feet of additional range added to a weapon in this fashion, the Archer deals an additional point of damage with that attack.

    Favored of the Wind (Ex): Beginning at 13th level, an Archer may ignore the effects of natural and magical winds (such as the wind wall or stormrage spells) when attacking with ranged weaponry.

    Improved Evasion (Ex): Beginning at 14th level, while an Archer still takes no damage on a successful Reflex throw against attacks, henceforth he takes only half damage on a failed save. A helpless Archer does not gain the benefit of improved evasion.

    Hide in Plain Sight (Ex): Beginning at 15th level, an Archer can use the Hide skill even while being observed, so long as he is in an environment where his Camouflage ability would function.

    Threat of the Master (Ex): Beginning at 16th level, an Archer's mastery of his craft allows him to threaten creatures out to the first range increment of wielded ranged weaponry. He may flank creatures despite not threatening them in melee, and may take attacks of opportunity for any movement made within his threatened area, as normal.

    Perfect Precision (Ex): Beginning at 17th level, an Archer may ignore the effects of cover and concealment less than total when making ranged attacks.

    Mosquito Swarm Volley (Ex): Beginning at 19th level, the Archer may opt to delay all damage inflicted by his ranged attacks in a round until the start of his next turn, at which point the damage inflicted to each creature is totaled and then applied; as such, damage reduction, energy resistance, and so on only apply once for each damaged creature. The Archer must choose to use the effects of this ability before making any ranged attacks in a round, and its effects persist until the start of his next turn.

    Archer Bonus Feat List:
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    Able Sniper, Bowslinger, Defensive Archery, Exotic Weapon Proficiency, Far Shot, Improved Precise Shot, Manyshot, Mounted Archery, Plunging Shot, Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Focus, Weapon Specialization, Woodland Archer, Zen Archery

    Note: The above is not a complete list of all applicable feats. If a feat is specific to a ranged or thrown weapon, it should be considered an Archer bonus feat.


    Trick Shots

    1st level:
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    Crippling Shot
    Activation Time: 1 attack action

    If this attack hits, the struck foe must succeed on a Reflex save or be crippled until it receives sufficient healing (whether natural or magical) to completely heal the damage the attack dealt. While crippled, all of a creature's forms of movement that are not derived wholly from a magical effect are halved, and the creature loses the benefit of Evasion or similar class features (a creature with Improved Evasion instead treats it only as Evasion while crippled).

    Lacerating Shot
    Activation Time: 1 attack action

    If this attack hits, the struck foe begins bleeding out at a rate of 1 hitpoint per round. This bleeding continues until the struck foe receives healing (a creature's natural fast healing does not apply), or until the bleeding has inflicted the full amount of damage inflicted by the original attack. Multiple lacerating shots on the same target stack; track each one separately.

    Ranged Disarm
    Activation Time: 1 attack action

    Rather than dealing damage, you may attempt to disarm a creature with this attack. You are considered to be attacking with a one-handed weapon. If you succeed in disarming your foe, the disarmed weapon (or item) falls to the ground in the disarmed creature's space.

    Ranged Pin
    Activation Time: 1 attack action

    If this attack hits, the struck foe must succeed on a Reflex save or be Immobilized (Tome of Magic) for 1d6 rounds or until it takes a full-round action to remove the offending projectile, which deals the full damage dealt by the attack again.

    Steady Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 1d6 points of damage.

    2nd level:
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    Arcing Shot
    Activation Time: 1 attack action

    The Archer fires a single arrow high into the sky, which arcs down and strikes a targeted square within one range increment (chosen at the time of firing) at the beginning of his next turn. A creature occupying the target square is automatically struck by the attack, with no need for an attack roll, though the Archer may still roll to check for a critical threat. If Arcing Shot results in a critical threat against the creature occupying the target square, the confirmation roll is handled normally.

    If multiple creatures occupy the target location, the Archer may choose which creature to strike with Arcing Shot.

    Using Arcing Shot requires a minimum of one range increment of clear space overhead. Most natural growth is not thick enough to impede an Arcing Shot, but exceptionally thick tree canopies or similar may.

    Concussion Shot
    Activation Time: 1 standard action

    If this attack hits, the struck foe must succeed on a Fortitude save or take 1d6 points of temporary Charisma, Intelligence, and Wisdom damage. Ability damage inflicted in this fashion can never drop a foe's mental abilities below 1. Damage inflicted by this ability is restored after an hour of rest, or eight hours after applied, whichever comes first.

    Hawkeye
    Activation Time: 1 standard action

    As part of this trick shot, make a Spot check. If your attack hits, it inflicts the result of your Spot check as piercing damage in place of any damage your attack would otherwise have dealt.

    Precision Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 2d6 points of damage.

    Ranged Bull Rush
    Activation Time: 1 attack action

    If this attack hits, the struck foe is subjected to a bull rush attempt, using the Archer's Dexterity or Strength modifier, whichever is higher.

    Volley
    Activation Time: 1 standard action

    The Archer makes up to three ranged attacks against separate targets, all at his highest attack bonus. No two of the targeted creatures may be more than 15 feet apart.

    3rd level:
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    Body Shot
    Activation Time: 1 standard action

    If this attack hits, the struck foe must succeed on a Fortitude save or take 1d6 Constitution damage.

    Dazing Shot
    Activation Time: 1 standard action

    If this attack hits, the struck foe must succeed on a Fortitude save or be dazed for one round.

    Intercepting Shot
    Activation Time: 1 immediate action

    The Archer may use this trick shot whenever he would be subject to a physical attack. He may immediately make an opposed attack roll with a ranged weapon against the incoming attack. If his attack roll surpasses the attack directed at him, it is deflected harmlessly aside. The Archer takes a -4 penalty to his opposed attack roll if he attempts to deflect a melee attack, or a projectile sized for a creature more than two size categories larger than himself. The Archer cannot deflect projectiles sized for creatures more than four size categories larger than himself.

    Needling Shot
    Activation Time: 1 attack action

    A ranged attack made with this trick shot is resolved as a ranged touch attack, but deals only the base damage of the weapon (including enhancement bonuses to damage as well as the effects of enchantments, but not Strength or Dexterity bonuses to damage, nor the effects of feats or abilities such as Ranged Power Attack).

    Rending Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 3d6 points of damage.

    Ricochet
    Activation Time: 1 attack action

    When using this trick shot, make a single ranged attack roll. Regardless of whether the attack succeeds or not, the attack ricochets to a second target within one range increment from the target, with a -2 penalty to the attack roll. This second target must be within a 90-degree angle of your target relative to yourself. You may use this trick shot to reflect attacks around corners by targeting walls or other obstacles, though your target benefits from total concealment if you cannot see them in some way.

    4th level:
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    Blinding Shot
    Activation Time: 1 standard action

    If this attack hits, the struck foe must succeed on a Reflex save or permanently lose one eye. Loss of an eye inflicts 1d4 constitution damage and a -2 penalty to vision-related skill checks. A creature that loses all of its eyes in this fashion is permanently blinded, until it receives the effects of a regenerate spell or similar. A creature with an usually large number of eyes might not be notably affected until a sizable portion of its eyes are damaged, subject to the DM's discretion.

    Buzzing Fly
    Activation Time: 1 immediate action

    You may use this trick shot in response to an action taken by a creature within your weapon's first range increment, provided it is Extraordinary, Supernatural, or Spell-like in nature, or is spellcasting or manifesting. Buzzing Fly may be used in response to other immediate actions. If it hits, this attack deals no damage, but you roll for damage normally. The struck foe must succeed on a Concentration check with a DC of this trick shot's DC plus the damage the attack would have dealt, or lose the action to no effect.

    Dazing Critical
    Activation Time: 1 attack action

    If this attack hits and would result in a critical threat, the Archer may forgo confirming the threat to instead daze the struck foe for 1d4 rounds.

    Maiming Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 4d6 points of damage.

    Stunning Shot
    Activation Time: 1 standard action

    If this attack hits, the struck foe must succeed on a Fortitude save or be stunned for one round.

    Volley, Greater
    Activation Time: 1 attack action

    As volley, except an attack action, and each of the attacks is made at your current iterative attack bonus.

    5th level:
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    Barrage
    Activation Time: 1 standard action

    The Archer fires a storm of arrows at a target within range and up to six contiguous squares, at least one of which must touch a side of her initial target's square. The Archer uses a single attack and damage roll for all of the targets, though any miss chances are rolled separately. No target may be struck more than once from a single Barrage, even if it takes up multiple affected squares.

    Aside from the initial target, arrows fired via Barrage cannot result in critical threats.

    Piercing Shot
    Activation Time: 1 attack action

    When you use this trick shot, draw a line out to the limit of your weapon's first range increment and make a single attack and damage roll. You apply the attack and damage rolls to all targets within the line, though each foe beyond the first gains a cumulative +2 circumstance bonus to their AC against this attack.

    Punishing Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 5d6 points of damage.

    Techniques of the Adept
    Activation Time: Varies

    When you activate this ability, it may function as any trick shot of 4th level or lower that you know, except that the saving throw is determined using this trick shot's level.

    Unseen Assassin
    Activation Time: 1 standard action

    As part of this trick shot, make a single ranged attack against a foe. If that foe fails a Spot check with a DC equal to the normal DC for a trick shot of this level +4, it is flatfooted against that attack regardless of whether it could detect you normally or not. When striking an opponent denied their dexterity bonus to AC with this trick shot, you deal 1d6 bonus damage per two Archer levels.

    6th level:
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    Determined Shot
    Activation Time: 1 attack action

    If this trick shot hits, it inflicts an additional amount of damage equal to the Focus spent on it. If it fails to hit, the next trick shot you use before the end of your turn has its Focus cost reduced by an amount equal to the Focus you spent on this trick shot.

    Eagle Eye
    Activation Time: 1 standard action

    As part of this trick shot, make a Spot check. If the attack hits, it inflicts twice the result of your Spot check as piercing damage in place of any damage your attack would otherwise have dealt.

    Savage Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 6d6 points of damage.

    Stunning Critical
    Activation Time: 1 attack action

    If this attack hits and would result in a critical threat, the Archer may forgo confirming the threat to instead stun the struck foe for 1d4 rounds.

    7th level:
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    Arrowrain
    Activation Time: 1 standard action

    As part of this trick shot, make a single ranged attack and damage roll. Provided you have the ammunition to do so, you may make a single attack against any number of foes within 100 feet of your position, using the result of those rolls for all creatures targeted.

    Barrage, Greater
    Activation Time: 1 attack action

    This trick shot functions as barrage, except its activation time is one attack action.

    Sniper's Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 7d6 points of damage.

    Slaying Critical
    Activation Time: 1 attack action

    If the attack from this trick shot would result in a critical threat, you may forgo confirming the critical to instead force the struck foe to succeed on a Fortitude save or be slain instantly.

    Techniques of the Expert
    Activation Time: Varies

    When you activate this ability, it may function as any trick shot of 6th level or lower that you know, except that the saving throw is determined using this trick shot's level.

    8th level:
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    Blinding the Bull
    Activation Time: 1 immediate action

    You may use this trick shot whenever you are the subject of a targeted attack, whether physical or magical. Make a single ranged attack at your highest attack bonus; if it hits, the struck foe is disoriented for one round, effectively blinded for the duration.

    Kill Shot
    Activation Time: 1 attack action

    If this attack hits, it inflicts an additional 8d6 points of damage.

    Puncturing Shot
    Activation Time: 1 attack action

    As part of this trick shot, draw a line up to the limit of your weapon's first range increment and make a single attack and damage roll. All foes in the line of effect are subjected to your attack, though each target beyond the first gains a cumulative +2 circumstance bonus to its AC against this attack. Each creature struck by this attack must succeed on a Reflex save or begin bleeding out, taking damage at the start of each of your turns equal to your Dexterity modifier. This bleeding continues until a bleeding foe receives healing (a creature's fast healing or regeneration do not count) or until the bleeding has inflicted damage equal to twice the amount that the original attack dealt.

    Shredding Shot
    Activation Time: 1 attack action

    As part of this trick shot, choose either natural armor or armor. You make a single ranged attack that ignores that type of bonus to AC, and if you strike your foe, they must succeed on a Reflex save or have the chosen type of AC reduced by an amount equal to your Dexterity modifier. Natural armor reduced in this way returns at a rate of 1 point per day, but armor must be repaired before it will function properly again.

    9th level:
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    Black Arrow
    Activation Time: 1 standard action

    Funneling every ounce of concentration into a single perfect shot, the Archer sights and releases. What follows can only be described as the perfection of ranged combat.

    You make a single ranged attack, which ignores one form of AC bonus of your choice (natural, armor, dexterity, dodge, etc). If it hits, the struck foe must succeed on a Fortitude save or be slain instantly.

    Fighting in the Shade
    Activation Time: 1 standard action

    The Archer readies himself, then releases a veritable storm of arrows high into the sky. Those who look up note that the sky seems to darken suddenly.

    This trick shot functions like arcing shot, except that the Archer may select up to a number of contiguous squares equal to his class level to be affected.

    Master's Eye
    Activation Time: 1 attack action

    If this attack hits, it deals an additional 9d6 points of damage.

    Paralyzing Shot
    Activation Time: 1 attack action

    If this attack hits, the struck foe must succeed on a Fortitude save or be paralyzed for 2d3 rounds or until injured again.

    Techniques of the Master
    Activation Time: Varies

    When you activate this ability, it may function as any trick shot of 8th level or lower that you know, except that the saving throw is determined using this trick shot's level.


    ---

    Archer Alternate Class Features

    The Blade and the Bow
    Level: 4th
    Replaces: If you select this alternate class feature, you do not gain the Parting Shot class feature, nor do you later gain the Evasion or Improved Evasion class features.
    Benefit: Starting at 4th level, the Archer gains proficiency with all martial melee weapons in addition to his normal proficiencies. If the Archer has the ability to initiate martial maneuvers, he may initiate them with ranged attacks, so long as the maneuver does not require him to perform an action incapable of being done with a bow (such as a grapple or a charge attempt). The Archer may not initiate a martial maneuver with a bow and use a trick shot on the same attack.

    Instead of gaining Evasion, an Archer following the path of the Blade and the Bow gains Mettle, as the Hexblade ability of the same name. Instead of gaining Improved Evasion, the Archer instead gains Improved Mettle.
    Last edited by Circle of Life; 2012-01-20 at 08:52 AM.
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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Nice. You give archer love and it loves you back.

    A few things, first off, the archer is still screwed by a second level spell until 13th level? What!!! No way! Chop ten levels off that and make them immune to AoOs for making Ranged attacks at 13th instead. The Sharpshooting feature is nice, but so many other classes offer immunity, the temptation to dip other classes grows. Better to do away with it entirely at some point in time.

    Otherwise, I like it! Skill tricks are interesting.

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Elfstone View Post
    Nice. You give archer love and it loves you back.
    It's been a long time in coming, but archery needed the help.

    A few things, first off, the archer is still screwed by a second level spell until 13th level? What!!! No way!
    Not really. Wind Wall creates a flat wall. Edit: And of course, by flat I mean "potentially square".

    As the Archer isn't relegated solely to the role of Full-Attack Monkey, he can either move around/through the wall (Parting Shot), or simply Ricochet his attacks around it from above. Completely invalidating a spell wasn't my intention, as I believe there should be ways to prevent an Archer from constantly dishing out maximum damage round after round.

    Otherwise, I like it! Skill tricks are interesting.
    Thank you, and I'll assume you meant trick shots.
    Last edited by Circle of Life; 2012-01-18 at 10:07 PM.
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    Bugbear in the Playground
     
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Congratulations for making an ranged-melee-focused attacker viable. This is....a masterpiece, pretty much. Only thing I have to criticize is that there is no(or at least none I've seen) that turns a shot into a line attack. It'd be cool, having an arrow that would be so fast, it'd literally shoot through a row of enemies. That, and that you just made the Ranger cry. But that's nothing unusual, so once again, good job.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Piercing Shot
    Activation Time: 1 attack action

    When you use this trick shot, draw a line out to the limit of your weapon's first range increment and make a single attack and damage roll. You apply the attack and damage rolls to all targets within the line, though each foe beyond the first gains a cumulative +2 circumstance bonus to their AC against this attack.

    Puncturing Shot
    Activation Time: 1 attack action

    As part of this trick shot, draw a line up to the limit of your weapon's first range increment and make a single attack and damage roll. All foes in the line of effect are subjected to your attack, though each target beyond the first gains a cumulative +2 circumstance bonus to it's AC against this attack. Each creature struck by this attack must succeed on a Reflex save or begin bleeding out, taking damage at the start of each of your turns equal to your Dexterity modifier. This bleeding continues until a bleeding foe receives healing (a creature's fast healing or regeneration do not count) or until the bleeding has inflicted damage equal to twice the amount that the original attack dealt.
    Thanks for the praise though.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Circle of Life View Post
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Ooooohhhh....this is good. Very good. I think I'll use this next time I get a chance. Mind if I add this to my world project's homebrew whitelist?
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Wyntonian View Post
    Ooooohhhh....this is good. Very good. I think I'll use this next time I get a chance. Mind if I add this to my world project's homebrew whitelist?
    Go right ahead. It would be pretty silly to post something in the public view and then refuse to let people use it, after all.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    The Blade and the Bow Archer ACF added to first post.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    This is awesome. Pure, undiluted awesome.

    Most of my critiques are rather minor, but I'll list them anyway, because I know every little bit helps.

    • It would be very nice to include the highest level trick shot you could learn on the main table, and to add a table listing trick shot focus costs.
    • What's the Withdraw option?
    • Most of the +xd6 tricks are not worth taking, especially at higher levels. The damage just doesn't scale well enough-- +6d6 (Savage Shot) or d20+60 damage (Eagle Eye; a +30 modifier shouldn't be very hard to achieve by 11th level if you try)? +9d6 damage (Master's Eye), or a save-or-die (Black Arrow)?
    • Similarly, I'm not so sure about the Techniques of the ____ tricks, as they seem to render your earlier choices completely moot. There's no reason not to take them, since you get such a limited range of tricks, but with them, every archer will have access to almost all the tricks.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Grod_The_Giant View Post
    This is awesome. Pure, undiluted awesome.
    Thanks.

    What's the Withdraw option?
    Withdrawing is a full-round combat option that allows you to move up to twice your speed, and you do not count your starting square as threatened.

    Most of the +xd6 tricks are not worth taking, especially at higher levels. The damage just doesn't scale well enough-- +6d6 (Savage Shot) or d20+60 damage (Eagle Eye; a +30 modifier shouldn't be very hard to achieve by 11th level if you try)? +9d6 damage (Master's Eye), or a save-or-die (Black Arrow)?
    You're missing the difference between a standard action and an attack action, as outlined in the trick shot description. You could theoretically fire four of those Xd6 attacks in one round, while you only have one standard action to use a Black Arrow or Eagle Eye or what-have-you.

    Similarly, I'm not so sure about the Techniques of the ____ tricks, as they seem to render your earlier choices completely moot. There's no reason not to take them, since you get such a limited range of tricks, but with them, every archer will have access to almost all the tricks.
    You must know the trick shot in question to use it with Technique of the X. Think of it as Heighten Spell for trick shots.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Circle of Life View Post
    Withdrawing is a full-round combat option that allows you to move up to twice your speed, and you do not count your starting square as threatened.
    Huh. Never saw that before.

    You're missing the difference between a standard action and an attack action, as outlined in the trick shot description. You could theoretically fire four of those Xd6 attacks in one round, while you only have one standard action to use a Black Arrow or Eagle Eye or what-have-you.
    I noticed that, but do you have to keep paying the focus cost every time you use it in a round?

    You must know the trick shot in question to use it with Technique of the X. Think of it as Heighten Spell for trick shots.
    Whoops. In that case, why not just make it a feat, rather than force the player to waste one of his 21 shots on the ability?

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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Love it. Always thought that archery needs more love, and this blows away all of the fixes that I've made.

    I have two comments/questions, though. Firstly, does critical precision stack with Keen or Improved Critical? If so, a bow could hypothetically have an 11-20 x3 critical.

    Secondly, I lament the lack of a capstone beyond critical mastery (4). That's about the only thing I might change about this class.
    Last edited by Othesemo; 2012-01-19 at 01:29 AM.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Othesemo View Post
    Love it. Always thought that archery needs more love, and this blows away all of the fixes that I've made.
    Thanks.

    I have two comments/questions, though. Firstly, does critical precision stack with Keen or Improved Critical? If so, a bow could hypothetically have an 11-20 x3 critical.
    Yes... but no. It is a static modifier applied after other critical modifiers, so at 20th level, it would be 15-20 with a keen bow, unless there's a 19-20 or 18-20 bow that I don't know about, in which case the number changes accordingly.

    Secondly, I lament the lack of a capstone beyond critical mastery (4). That's about the only thing I might change about this class.
    If it helps, you could consider level 19 the capstone ability.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    This is fascinating design, to the point that I actually just said "this is fascinating" aloud. It demands a complete read through.

    Quote Originally Posted by Circle of Life View Post
    Class Skills
    The Archer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis) and Survival (Wis)
    Skills Points at Each Level: 6 + int
    No tumble? I get that he's not a close combatant, but it's kind of a gold standard for lightly armored fighters, and he'll need it to get out of close range once he's in there. Otherwise, looks good.

    Quote Originally Posted by Circle of Life View Post
    Weapon and Armor Proficiency:
    That medium armor proficiency will do a lot for low-level survivability, so good call there. Buckler proficiency might be nice, as it's likewise very nice for low-level survival.

    Maybe any one martial weapon? The archer in your picture does have a sword, after all.

    Quote Originally Posted by Circle of Life View Post
    Focus:

    Trick Shots (Ex):.
    These ... these are rules for mundane psionics. I guess we'll have to see where you go with that.

    Quote Originally Posted by Circle of Life View Post
    Ranged Power Attack (Ex):
    Obviously a necessity.

    Quote Originally Posted by Circle of Life View Post
    Sharpshooter (Ex):
    Nicely done. You encourage MAD without demanding it, and the usefulness of concentration likewise makes multiclassing with Martial Adepts and with spellcasters a little more viable.

    Quote Originally Posted by Circle of Life View Post
    Ranged Weapon Aptitude (Ex):
    Making ranged feats weapon-nonspecific is much appreciated. Like the free Precise Shot in Sharpshooter, it'll increase the usefulness of those bonus feats coming down the line. You might want to do something about prereqs, though, like what Ziegander's Action Hero fighter does.

    Quote Originally Posted by Circle of Life View Post
    Parting Shot (Ex):
    Interesting, and nicely limited to prevent overuse.

    Quote Originally Posted by Circle of Life View Post
    Critical Precision (Ex):
    Solid. This is a functional scaling capstone, one that nonetheless allows dips.

    Quote Originally Posted by Circle of Life View Post
    Evasion (Ex):
    This gets me a little concerned about the "no-evasion" clause in the archer's trick-shots ability. I don't necessarily like the idea that two archer's couldn't evade each other.

    Quote Originally Posted by Circle of Life View Post
    Keen Eye (Ex):
    Limited mindsight? Hm. I'd say that for folks who already have Low-Light Vision, this could afford to double its range.

    Quote Originally Posted by Circle of Life View Post
    Camouflage (Ex):
    There's absolutely no good reason to divide this into Urban and Regular. Push them together and have it work everywhere, or you're just imposing arbitrary power limits based on campaign type.

    Quote Originally Posted by Circle of Life View Post
    Cragtop Archery (Ex):
    Necessary.

    Quote Originally Posted by Circle of Life View Post
    Favored of the Wind (Ex):
    I sort of feel like this should come in much earlier. Wind Wall is a level 2 spell, after all.

    Quote Originally Posted by Circle of Life View Post
    Improved Evasion (Ex):

    Hide in Plain Sight (Ex):
    They are what they are.

    Quote Originally Posted by Circle of Life View Post
    Threat of the Master (Ex):
    This is a fantastic ability. I love it, and I especially love the clause about flanking. This really does make you into the front-line fighter's best friend.

    Quote Originally Posted by Circle of Life View Post
    Perfect Precision (Ex):
    A nice pseudo-capstone.

    Quote Originally Posted by Circle of Life View Post
    Mosquito Swarm Volley (Ex):
    Another nice pseudo-capstone, encouraging you to take Archer 19-20 but never demanding it.

    Quote Originally Posted by Circle of Life View Post
    Archer Bonus Feat List:
    I know this isn't a complete list, but since you mention Boomerang Daze above, it should probably be on there.

    Quote Originally Posted by Circle of Life View Post
    Trick Shots
    And now for the lengthy part.

    Level 1: Lacerating Shot should probably stack, and it should specify one way or another. Ranged Disarm needs to specify what sort of ability check it uses (strength? dex?)

    Level 2: Arcing Shot makes me nervous, particularly at mid-to-high levels when you could be pumping out four arcing shots a round with full Ranged Power Attack for a lot of damage without significant Focus investment. I'd suggest you make it a standard-action ability, since it has no actual vector for failure.

    Level 3: I love Intercepting Shot. Needling Shot, on the other hand, is largely a worse Arcing Shot at present. Body Shot is Con damage at 5th level, when it may not be appropriate yet.

    Level 4: Blinding Shot makes me nervous, if only because the spell necessary to restore it doesn't come into the party's hands for 6 more levels, and it provides Con damage that can't be healed via Restoration. I don't like Dazing Critical. It depends far too much on getting lucky to even function, so while you have to spend Focus to activate it there's a solid chance you'll get nothing in return.

    Level 5: Looks good. Unseen Assassin simultaneously discourages and allows Rogue multiclassing.

    Level 6: I have the same problem with Stunning Critical as I did with Dazing Critical. Determined Shot, on the other hand, is one of the coolest ideas so far.

    Level 7: Arrowrain is incredible. It's the army-stopping trick. Slaying Critical is the only one of the Critical tricks that seems okay, but I can't say I like critical-based abilities in general. They all suffer from the same problem: that your actual abilities have very little affect on their odds.

    Level 8: Does Shredding Shot self-stack? It's an attack action ability, but it mentions only applying to a single attack ...

    Level 9: Everything here is awesome. Paralyzing Shot in particular has fantastic design — it's a lockdown affect, not a Save-or-Suck.

    Quote Originally Posted by Circle of Life View Post
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    Ooh, nice. Archer 4/(Initiator) 16 just became very attractive, while not invalidating Archer 20 or (Initiator) 20. Swordsages in particular will like this in combination with Zen Archery.

    Quote Originally Posted by Othesemo View Post
    Secondly, I lament the lack of a capstone beyond critical mastery (4). That's about the only thing I might change about this class.
    You're missing the point — part of your level 20 capstone is that you get another 9th-level Trick Shot.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by gkathellar View Post
    This is fascinating design, to the point that I actually just said "this is fascinating" aloud. It demands a complete read through.
    That may just be the best compliment I've ever gotten with regards to my homebrew.

    No tumble? I get that he's not a close combatant, but it's kind of a gold standard for lightly armored fighters, and he'll need it to get out of close range once he's in there. Otherwise, looks good.
    The lack of Tumble is a specific design choice. Archers with Tumble proved too hard to engage in any meaningful way in my limited personal playtests.

    That medium armor proficiency will do a lot for low-level survivability, so good call there. Buckler proficiency might be nice, as it's likewise very nice for low-level survival.
    Lack of buckler proficiency is intended. AC could quickly become unreasonably high for a "safe-zone" character like the Archer when given access to shields in my limited playtests.

    These ... these are rules for mundane psionics. I guess we'll have to see where you go with that.
    Technically correct, I suppose, but there are only so many ways to make a combat subsystem.

    This gets me a little concerned about the "no-evasion" clause in the archer's trick-shots ability. I don't necessarily like the idea that two archer's couldn't evade each other.
    Evading the attack is represented with your AC, specifically Dexterity and Dodge. The Reflex saves in the Archer abilities are there to avoid secondary effects that stem from being hit - it makes no sense to allow them to Evasion out of that.

    Limited mindsight? Hm. I'd say that for folks who already have Low-Light Vision, this could afford to double its range.
    It's hardly mindsight. All the auto-detect does is tell you "you sense an invisible creature somewhere in this area". Low-light Vision does not typically have a range limitation.

    I sort of feel like this should come in much earlier. Wind Wall is a level 2 spell, after all.
    Wind wall is oft-toted about like the holy grail of low level combat... but unless you're fighting a Wizard in a hallway that surrounded himself with a square wall and the ceilings are too low for any of your trick shots to make it over, it's honestly not that bad. Inconvenient, yes, but it's also inconvenient to the Wizard player to have a class completely negate his forethought and careful preparation. NPC casters perfectly placed with foreknowledge of your character's abilities are uncommon to the point of being bad DMing if they show up with any regularity.

    Level 1: Lacerating Shot should probably stack, and it should specify one way or another. Ranged Disarm needs to specify what sort of ability check it uses (strength? dex?)
    Yes it should, and I'm not certain what you mean. Disarming is purely opposed attack rolls.

    Level 2: Arcing Shot makes me nervous, particularly at mid-to-high levels when you could be pumping out four arcing shots a round with full Ranged Power Attack for a lot of damage without significant Focus investment. I'd suggest you make it a standard-action ability, since it has no actual vector for failure.
    I would think a one-round delay on the attack counts as a vector for failure, but opinions may vary.

    Level 3: I love Intercepting Shot. Needling Shot, on the other hand, is largely a worse Arcing Shot at present. Body Shot is Con damage at 5th level, when it may not be appropriate yet.
    Intercepting Shot was one of the big things I wanted to give the Archer, so I'm glad you approve. Your comment on Needling Shot makes me think you missed the one-round delay on Arcing Shot. Con damage is always appropriate in my opinion, and 5th level is certainly not too early when casters have access to lesser restoration already.

    Level 4: Blinding Shot makes me nervous, if only because the spell necessary to restore it doesn't come into the party's hands for 6 more levels, and it provides Con damage that can't be healed via Restoration. I don't like Dazing Critical. It depends far too much on getting lucky to even function, so while you have to spend Focus to activate it there's a solid chance you'll get nothing in return.
    The Con damage was never meant to be permanent, else I would have said Con drain. The X-ing Critical line is a risk, yes; the tradeoff is that there is no saving throw and the disabling effects last longer.

    Level 6: I have the same problem with Stunning Critical as I did with Dazing Critical. Determined Shot, on the other hand, is one of the coolest ideas so far.
    The crit-based trick shots are unlikely to change, but your objection is duly noted. Determined Shot is one of my favorites too.

    Level 7: Arrowrain is incredible. It's the army-stopping trick. Slaying Critical is the only one of the Critical tricks that seems okay, but I can't say I like critical-based abilities in general. They all suffer from the same problem: that your actual abilities have very little affect on their odds.
    Except, of course, that the class gains a scaling bonus to critical threat just by leveling up. Assuming you hit on an 11 or higher, you have a roughly 50% chance to trigger the effects of any X-ing Critical ability whenever you hit with it. Also, the non-Critical versions of the abilities are standard actions, whereas the Critical versions are attack actions.

    Level 8: Does Shredding Shot self-stack? It's an attack action ability, but it mentions only applying to a single attack ...
    If by stacking you mean that you can penalize the same source of AC multiple times, no.

    Ooh, nice. Archer 4/(Initiator) 16 just became very attractive, while not invalidating Archer 20 or (Initiator) 20. Swordsages in particular will like this in combination with Zen Archery.
    Perfection.
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    Quote Originally Posted by Circle of Life View Post
    Technically correct, I suppose, but there are only so many ways to make a combat subsystem.
    It was not intended as an insult. That's probably why it's so fascinating to me — I had never considered the possibility before. But when you think about it, a mana system does make a certain amount of sense for fighters.

    Quote Originally Posted by Circle of Life View Post
    Low-light Vision does not typically have a range limitation.
    It does, however, increase your visual range in low-light conditions a certain amount. I'm just noting that if you already have low-light vision, you should probably get Superior Low-Light Vision ... which is somewhere, but I'm not remembering. Eh, it's hardly a major point.

    Quote Originally Posted by Circle of Life View Post
    Wind wall is oft-toted about like the holy grail of low level combat...
    When I typed that line I had not yet noticed all the abilities that do allow you to bypass Wind Wall earlier, of which I think Arcing Shot is probably the really big one.

    Quote Originally Posted by Circle of Life View Post
    Yes it should, and I'm not certain what you mean. Disarming is purely opposed attack rolls.
    I just meant that it should specify one way or another, which it now does. As for Disarming ... wow it's been a long time since I used the disarm action in play.

    Quote Originally Posted by Circle of Life View Post
    I would think a one-round delay on the attack counts as a vector for failure, but opinions may vary. ... Your comment on Needling Shot makes me think you missed the one-round delay on Arcing Shot.
    Missing that is is what happened. Arcing shot looks fine considering the delay (and it would be a lot of fun to use alongside a buddy with WRT, I think).

    Quote Originally Posted by Circle of Life View Post
    The X-ing Critical line is a risk, yes; the tradeoff is that there is no saving throw and the disabling effects last longer.
    Eh. I'm personally not fond of critical-based abilities but ... whatever. It's an option, not a core ability.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    I've been trying to stat out a bowman for a while, but this avoids having to hop through the usual hoops. Some notes:

    I'm no great fan of daily abilities, but if you must have them, focus isn't too bad a mechanism.

    Parting Shot is very neat.

    Does Sharpshooting allow adding both Dex and Str (assuming appropriate composite bow) to damage?

    Why do crossbows only get 1/2*Dex? Sure, it can be pumped to 2*Dex with Crossbow Sniper, but there's already a feat tax for using crossbows.



    Quote Originally Posted by gkathellar View Post
    No tumble?
    That's what Skilled City-dweller is for.

    Quote Originally Posted by gkathellar View Post
    That medium armor proficiency will do a lot for low-level survivability, so good call there. Buckler proficiency might be nice, as it's likewise very nice for low-level survival.
    Proficiency doesn't matter once you can afford a MW buckler.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Greenish View Post
    Does Sharpshooting allow adding both Dex and Str (assuming appropriate composite bow) to damage?
    Yes.

    Why do crossbows only get 1/2*Dex? Sure, it can be pumped to 2*Dex with Crossbow Sniper, but there's already a feat tax for using crossbows.
    Because crossbows don't require strength, thus allowing for higher overall Dex/Con. Higher accuracy and more focus, less damage.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    I already love this class.

    class ability-wise there are only two things that seem to ask for clarification.

    Threat of the master:
    1. With the right feats and enchantments that can be a HUGE area.
    2. with combat reflexes this can be an awesome ability, especially due to trick-shots.

    Perfect Precision: What happens if the character too improved precise shot earlier? Can he retrain, is there an extra bonus, or does it simply become a dead feat? (well, except for the grappling bit)

    Cragtop archer:
    I can already see every single archer getting a means of flight and if possible staying level*10' in the air.

    I'll write more on trick shots once i slept.

    Have I mentioned I love this class? Archers should be allowed to be awesome and you made them.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Quote Originally Posted by Re'ozul View Post
    Threat of the master:
    1. With the right feats and enchantments that can be a HUGE area.
    2. with combat reflexes this can be an awesome ability, especially due to trick-shots.
    That's the idea, yes. You're giving up martial maneuvers and spellcasting to dive that deep into the class, so you should get something awesome out of it.

    Perfect Precision: What happens if the character too improved precise shot earlier? Can he retrain, is there an extra bonus, or does it simply become a dead feat? (well, except for the grappling bit)
    That, I imagine, would be up to the player's DM. The IPS is still technically providing him with a benefit, but if he wants to retrain, he should be able to.

    Cragtop archer:
    I can already see every single archer getting a means of flight and if possible staying level*10' in the air.
    Raptoran Archer go!

    Have I mentioned I love this class? Archers should be allowed to be awesome and you made them.
    Thanks.
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    So, a ranged-based vaguely –manoeuvrelike class?

    I can dig it.
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  23. - Top - End - #23
    Bugbear in the Playground
     
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    Crippling Shot (level 1) and Buzzing Fly (level 4) added to the list of trick shots. If anyone has ideas for other trick shots they would like to see, feel free to make suggestions.
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  24. - Top - End - #24
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    My opinions on the different trick shots:

    Right ahead I won't be commenting in the pure damage increase shots since they serve a function but don't really have anything special worth talking about.

    1st level:
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    Crippling Shot: Perhaps a bit too good for a 1st level. On one hand, the save can be made reasonably well later in the game, on the other hand it only costs 1 focus per use, so spamming it could work.

    Lacerating Shot: Perfectly acceptable even at level one. Especially nice against spellcasters.

    Ranged Disarm: I like this one as shooting weapons out of hands is always a cool concept. Its also cheap.

    Ranged Pin: immobilization is low enough in severity on the condition chain that its perfectly workable.

    Things I would take: Crippling Shot, Ranged Disarm, Lacerating Shot (later exchange Lacerating Shot for Ranged Pin)


    2nd Level:
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    Arcing Shot: Can be useful when shooting from behind walls with explosive arrows, or when trying to be covert.

    Concussion Shot: Does it stack with itself? (Asking since it reads more like penelty than damage). Either way a useful shot to have.

    Hawkeye: Something for the gambler. Can either be very good or mediocre, though considering that skills can be upped reasonably easily this is pretty much the massive damage shot. One question though: Does the damage get multiplied on a critical?

    Ranged Bullrush: I rarely use Bullrushes in any form so I can't really say wether thats good, though I am going to go with yes as it sounds funny.

    Volley: You forego other trickshots to get three attacks against 3 enemies. Very good tradeoff. Few people won't take this I think. Its one of those things you really can use often in the beginning and later simply retrain.

    What I would take: Concussion Shot, Volley (later retrain volley for Hawkeye)


    Level 3:
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    Body Shot: A very good anti-mage shot. The standard action is appropriate.

    Dazing Shot: Also good. Considering that I think dazing is harder to resist than con-damage perhaps better as it also takes the out of the fight for one round.

    Intercepting Shot: Awww, so you can't intercept oak-trees? (aka colossal+ arrows?) shame on you. Seriously, the "more than 4 sizes" bit might be a bit much. It boggles my mind. Still, while you only get one use per round of this max, it can be a life-saver.

    Needling Shot: It can be useful, though unless you use something like an energy bow, DR will drastically reduce its usefulness later on unless I am misreading something. A longbow does 1d8, so maybe 1d8+5 (enhancement) Against DR 0/5 its still good, DR10+ though it loses much of its usefulness.

    Ricochet: Flavourful, but very circumstantial. If you play a lot of dungeons it has its uses, otherwise not so much.

    What I would take: Intercepting Shot, Dazing Shot


    4th level:
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    Blinding Shot: The poor, poor cyclops. Can be useful as blindness rarely loses its uses, though there are better choices in this level in my opinion.

    Buzzing Fly: Unless you have very unoptimized damage (how did you find this class then?) thats basically a casting denial. This sets you up as the guy keeping an eye on th enemy caster. This one is basically essential to have unless you are in a very low-magic campaign.

    Dazing Critical: This is the other one that is basically a shoe-in. Considering the crit-range enhancers, ultimately you can get a 30% crit chance (not when you get this shot but later). The chance to make any threat an instant no-save daze is awesome.

    Stunning Shot: An upgrade from dazing Shot, though the extras that stunning gives have to be weighed against the extra focus cost. Might be worth it.

    Volley, greater: Muahahahaha, let it rain arrows. The DM will never throw mook groups at you again.

    What I would take: WHY DO YOU MAKE ME CHOOSE? Buzzing Fly and greater Volley seem best. Frankly I might forego some of the higher shots to get more of these, these are all great.


    5th Level:
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    Barrage: Useful in tight areas, needs battlefield control cooperation when outside. Mostly useful against smaller targets. Theoretically, since this is an area attack, would it affect swarms? if so that would make this shot worth a whole lot more.

    Piercing Shot: Another Dungeon-centric shot. Persoanlly I am not fond of lines and the cumulative +2 further reduces its attractiveness in my eye.

    Unseen assassin: Not good enough. The extra damage is based on skillcheck vs save-DC which is usually not a very hard check. Furthermore, your bog-standard +damage shot does more damage at level 9 and the same for the next two levels without this step in between and is only an attack action. Unseen assassin DOES reduce the to-hit you need but overall its too complicated for the gain.

    What I would take: Hard to say. If barrage can be used against swarm, then I would most likely take it. If not then all of the 5th level shots seem a bit anemic compared to the 4th level ones, so I would most likely take more of those.


    6th level:
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    Determined Shot: I don't get it. If you hit you do 11 extra damage (meh at this level) but if you miss you can get a reduction on the next shot? While I like the reliability aspect of regaining used focus, it basically necessitates you use another level 6+ shot next or lose focus anyway. And if it hits, the use of the invested focus is laughable at this point (effectivel +3d6 average).

    Eagle-Eye: Cue spit-take. At level 11 your Spot check is comprised of at least 14 ranks, about 3 ability, +4 competence from the class itself and maybe a +10 item (if you want to use this shot thats a sound investment), so your damage would come to 2d20+42 (+62 with that item). Considering that on this forum the mentioned means are still considered low optimization, this is THE massive damage shot. Now you only need to play a diminutive creature. If you manage to get your damage to stick, this is the bane of casters everywhere as you will generally one-shot them by pure damage.

    Stunning Critical: Once again, everyone has to weigh wether the upgrade in focus cost is worth it. Maybe not here as it lasts longer than one round, still a good shot though and worth taking mostly due to Detremined shot being bad.

    What I would take: No contest there, Stunning critical and EAGLE EYE


    7th level:
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    Arrowrain: Get one of those items that allows you to treat a d20 roll as a 20 once per day and go to town. Otherwise this can be very good or very bad. Especially good against mook-hordes when you are equipped with an energy bow.

    Barrage, greater: May have its place, but at this point the focus cost alone is prohibitive to attack action shots. Greater Volley is possibly better unless you have medium or smaller enemies.

    Slaying Critical: I don't know how easy it is to block non-magical death effects so on the surface it looks very good due to the afforementioned high crit-chance. Though most big bads will have ways of making the save, and it seems somewhat wasteful to use on lower level enemies.

    What I would chose: Arrowrain and Slaying Critical, no question there.


    8th level:
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    Blinding the Bull: Good, but not overwhelming. the Buzzer on level 4 works fine, but its a way to take them out more thoroughly for a bit longer.

    Puncturing Shot: The large bleed makes it pretty good. In a dungeon this one is absolutely lethal. Though the save reduces its usefulness. Personally, I'd rather have it made a standard action and have the save removed. Though I guess that may be too much damage? on the other hand, I doubt it would be.

    Shredding Shot: (I call it Dragonslayer) If this stacks with itself its absolutely deadly, fitting for an 8th level shot. What happens if your Dex-modifier is greater than the Armor-bonus? Is the armor automatically destroyed?

    What I would take: Only shredding shot really jumps out to me currently.


    9th level:
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    Black Arrow: No wait, this is the Dragon slayer. Honestly, if you don't take this shot its your own damn fault.

    Fighting in the Shade: Now this is useful. You can hit so damn much with this.

    Paralyzing shot: good setup for a coup-de-grace but otherwise not that great.

    What I would take: Black Arrow, Fighting in the shade.
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  25. - Top - End - #25
    Troll in the Playground
     
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    Default Re: [3.5 Base Class] The Archer - Badass Normal Meets The Bow

    I believe this is just under the restriction for necro. Anyway, I think you should 'brew a feat. Call it Close-Range Shooting or something, and have it give a +4 bonus to Concentration checks made to avoid AoOs with a bow. You know, like Combat Casting or Combat Manifesting. Seems appropriate. Hell, you could go ahead and combine it with Defensive Archery. The two abilities combined would be worth a feat, in my opinion.
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