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Old 05-19-2011, 01:12 AM   Top  -  End  -  #1
chrisrawr
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Griffon
 
Join Date: Feb 2011
Gender: Male
Default The Peerless Archer [3.5 Base Class, P.E.A.C.H. - revival!]

Okay so enough with trying to fit mechanics to Archer. I am going to bring Archer to mechanics!

I'm aware that a bunch of the abilities are a bit heavy-handed in their wording. I forced this out like a long poop :c

GAME RULE INFORMATION
Archers have the following game statistics.
Abilities: Dexterity provide damage, but only if you have enough strength to wield a powerful bow. WISDOM and INTELLIGENCE are both important.

Alignment: Archers are best suited towards the Neutral and Lawful alignments, favoring patience, and acting on a big-picture agenda. There are, of course, as many exceptions as there are those who follow the stereotype.

Hit Die: D4
Starting Age: As Paladin
Starting Gold: As Ranger

Table: Archer
LevelFortRefWill
Special
1st
+0
+2
+2
Shooter Man
2nd
+0
+3
+3
So Ranged
3rd
+1
+3
+3
Threatening Archery
4th
+1
+4
+4
Flecher
5th
+1
+4
+4
Craft Magic Projectiles
6th
+2
+5
+5
Deadly Aim
7th
+2
+5
+5
Frustrating Shot
8th
+2
+6
+6
Improved Sniping
9th
+3
+6
+6
Woodcraft
10th
+3
+7
+7
Exhibitionist
11th
+3
+7
+7
Extreme Range
12th
+4
+8
+8
Ranged Combat Maneuver
13th
+4
+8
+8
Hide in Plain Sight
14th
+4
+9
+9
Renowned Exhibitionist
15th
+5
+9
+9
Shredding Shot
16th
+5
+10
+10
Keen Eyes
17th
+5
+10
+10
Blot out the Sun
18th
+6
+11
+11
Legendary Exhibitionist
19th
+6
+11
+11
Shoot the Moon
20th
+6
+12
+12
Peerless Archer

Skill Points: (4 + Int modifier) per level, x4 at first level.

Class Skills: The Archer’s class skills (and the key ability for each skill) are Balance (Dex),
Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate, Listen (Wis),
Knowledge: Arcana, Nature, Religion (Int), Move Silently (Dex), Ride (Dex), Spellcraft (Int),
Spot (Wis), Survival (Wis), and Use Rope (Dex).

Unless stated otherwise, all abilities are (Ex) effects, and all attack modifiers only affect
ranged attacks.

Proficiencies: The Archer gains proficiency with Simple weapons and Ranged Martial
Weapons, Light armour, and Bucklers. The Archer gains proficiency with all Ranged Weapons,
Exotic or not.

Level 1: Shooter Man (Su)
Archers do not roll to-hit. Each round, as a full-attack action, they may make 1 attack that
counts as having defeated the target's AC. Archer levels cannot select feats requiring BAB,
and cannot gain additional attacks from sources other than Archer class features. At level 6,
11, 16 and 20, the Archer's Full attack gains an additional attack that does not roll to-hit, and
counts as having defeated its target's AC. These attacks must be made with a Bow or
Crossbow, and do not affect other Ranged attacks such as Spells, throwing weapons, or
Special Abilities. These attacks otherwise follow the normal rules for concealment, damage,
range, etc.

Additionally, Archers add their Dexterity Modifier to damage with bows and crossbows when
making ranged attacks. The Archer suffers no penalties to shooting an adjacent target, and
does not provoke Attacks of Opportunity for doing so. Conversely, for each number of Range
Increments equal to their weapon's Critical Modifier (x2, x3, etc.), the Archer suffers a -1
penalty to damage rolls made with Bows and Crossbows. Archers never threaten Critical Hits
with bows or crossbows, or with any attack using this class feature.

If this ability would be negated (via Antimagic or similar ability), instead it functions as normal
up to 5 Range Increments. Beyond this range, the Archer makes attacks as normal, with
Archer Levels contributing poor BAB to the Attack Bonus.

If the Archer would attack an enemy more than 1000 feet away, the attack takes 1 round of
travel time to reach its destination, and suffers a miss chance of 5% for each 100 feet beyond
1000. As well, Enemies moving more than 200 feet per round at these ranges gain an
additional 30% miss chance.

Variant: Dual-CrossBow / Manyshot Archer
When wielding 2 1-handed or light (or a 1-handed and a light) crossbows, the Archer may
attack with both once each round as a full-attack action, reloading as a free action in between
shots while both hands are otherwise unengaged - the Archer must reload normally if their
hands would become occupied with something else. Alternatively, the Archer may choose to
knock and fire 2 arrows at once when wielding a bow. At levels 6, 11, 16, and 20, the Archer
may make an additional attack with both in their full-attack action. These attacks each gain
only half the Archer's Dexterity Modifier to their damage, and have only 5 range increments of
15 feet (75 feet total range).

Level 2: So Ranged
At 2nd level, the Archer's range increment with any Ranged Weapon doubles, before any
other modifiers. If this is combined with a similar effect, the cumulative effect is x3, as usual
when stacking multipliers. This does not apply to thrown weapons because the Archer does
not use throwing weapons, it uses bows and crossbows.

Level 3: Threatening Archery
At 3th level, the Archer threatens Attacks of Opportunity out to a range 15 feet with a wielded
Bow or Crossbow. At 5th level, and every 2 levels after, this range increases by 10 feet (25 at
5, 35 at 7, 45 at 9, etc.).

Level 4: Fletcher
Archers are incredibly quick at creating arrows, and often do so in their spare time. In addition
to the allotted 8 hours per day for crafting, an Archer may craft arrows or bolts exclusively for
4 extra hours. Archers gain a +1 competence bonus to Craft when they craft arrows, bolts,
bows, or crossbows of any type.

Level 5: Craft Magical Projectiles
The Archer gains the Craft: Magic Arms and Armour feat, but may only use it to enhance Bows,
Crossbows, and Ammunition for each. When crafting ammunition, an Archer may ignore the xp
cost by doubling the crafting time and spending additional 1gp per xp ignored. The Archer
must embark on a side quest in order to research the desired enhancements, be it studying a
mage's spells or observing magic in nature.

Level 6: Deadly Aim
On your action, before you attack with a full-attack, you may choose to subtract a number of
attacks from your full-attack action, to a minimum of 1. For each attack subtracted this way,
add the damage of that attack to the damage of your remaining attacks, spread out as evenly
as possible (rounding down).

Example: Mary, a 10th level Archer, has 3 attacks with her Composite Longbow, 1D8+5
damage from Dexterity and enhancements.She sacrifices 1 attack, and rolls the damage for it -
an 11. She divides this damage amongst the other two, granting +5 to each. The remaining
damage is split, and lost.

When using the Dual-Crossbow or Manyshot variant, the minimum attacks that can be made is
2 (1 from each weapon if Dual-Crossbow, 1 from each many-shot arrow), and each weapon's
or arrow's attacks gain bonus damage only from attacks it has sacrificed.

Level 7: Frustrating Shot
If the Archer successfully attacks a target, that target count as being flanked by the Archer
until the beginning of the Archer's next turn.

Level 8: Improved Sniping
When attacking a target unaware of its location from at least 5 range increments away, for
each range increment beyond the 5th the Archer adds a cumulative +5 Sniping bonus to its
hide check to remain concealed. The Archer may make a hide check to remain concealed after
making a full attack, if it sacrifices all of its available attacks to Deadly Aim, and the target is
unaware of the Archer's location.

When using the Dual-Crossbow or Manyshot variant, this becomes Fusillade . Once per
encounter, the Archer may make an additional Full Attack on a turn in which it has already
made a Full Attack. The Archer must attack the same targets with the Fusillade as it did with its
first Full Attack, even if this would mean attacking a downed or dead target.

Level 9: Woodcraft
The Archer gains a +1 competency bonus to survival checks made to find crafting materials for
bows, crossbows, or ammunition for either.

Level 10: Exhibitionist:
The Archer may perform a feat of stunning archery as part of a Full-round Action Intimidate or
Perform(Archery) check. If this attack hits and deals damage, substitute the result Damage Roll
for the result of the Intimidation or Perform(Archery) check.

If this attack is against an opponent during or before the First Round of Combat, opponents
who fail WILL against 10+1/2 Archer Level+CHA suffer a -2 Morale Penalty to Attack and
Damage rolls, Saves vs. Fear effects, and CHA-based Skill Checks for 2 rounds. Only opponents
that witnessed the Archer perform this stunt are affected. This is a mind-affecting fear effect.

When using the Dual-Crossbow or Manyshot variant, the Archer must destroy an object with
at least 50 HP, or deal at least 50 damage to an opponent.

Level 11: Extreme Range
At 11th level, and every 4 levels afterward (15, 19), the Archer's ranged attacks extend an
additional 5 range increments (15 at 11, 20 at 15, and 25 at 19). The penalty to Damage rolls
with Bows and Crossbows is halved.

When using the Dual-Crossbow or Manyshot variant, the Archer instead adds 1 extra attack to
their full attack at each interval.

Level 12: Ranged Combat Maneuvers
You gain Ranged Pin, Ranged Trip, and Ranged Disarm. If you already have these abilities, or
gain them later, you gain a +4 bonus to the opposed roll. You also now count as having Full
BAB for the purpose of these rolls.

Level 13: Hide in Plain Sight
As the Ranger Ability of the same name.

Level 14: Renowned Exhibitionist
The penalties against opponents from Exhibitionist increase to -4. Opponents who gain these
penalties are Shaken. If Exhibitionist was used as a Perform(Archery) ability, increase the
result of the check by +2.

Level 15: Shredding Shot
The Archer's attacks are fired in such a way as to shred through resistances. Each attack after
the first against a target in the same round ignores a cumulative 2 points of hardness, DR, or
other damage-reducing resistance. When attacking through effects such as Walls of Wind or
Force Walls, each attack goes 20 feet further than the last, but suffers half damage should it
hit (this damage reduction also being reduced by the Shredding Shot effect). This ability
ignores an additional point of reduction, and allows attacks to travel an additional 10 feet
beyond effects such as Wall of Wind or Force Wall for each level beyond 15th (3 points of
reduction and 30 feet per attack at 16th, 4 and 40 at 17th, etc.).

Level 16: Keen Eyes
The Archer gains a +20 insight bonus to Spot and Search checks, and suffers no distance
penalty to Spot checks.

Level 17: Blot out the Sun
As a Full-Round action that leaves the Archer exhausted, the Archer may choose - and make a
single attack against - up to 20 targets within its maximum range. For each enemy beyond the
5th, the Archer takes 3 points of HP damage at the end of its turn. If the Archer is immune to
Exhaustion, it instead takes 5 points of HP damage for every enemy beyond the 5th, and
cannot Blot out the Sun for 1D3 hours. The Archer may not Blot out the Sun while suffering a
negative status such as Fatigued, Sickened, Frightened, etc.

Level 18: Legendary Exhibitionist
The penalties against opponents from Exhibitionist increase to -6. As well, allies that witness
the stunt gain a +2 Morale bonus to Attack and Damage Rolls, and Saves vs Fear effects for
duration. Everyone gains a +5 Reputation bonus to Spot Checks made to witness the Archer's
stunt.

level 19: Shoot the Moon
The Archer's ranged attacks with bows and crossbows fly swifter than any wind, farther than
any ship. The Archer's attacks with these weapons hit any creature within 3000 feet on the
same turn they're fired, and suffer no miss chance for distance or creature speed. Additionally,
they are unhindered by winds (magical or nonmagical).

Level 20: Peerless Archer
The Archer's exploits and abilities are legendary. The Archer's ranged attacks with bows and
crossbows do not suffer miss chances against any target. The Archer may make a single attack
with a bow or crossbow against any target within twice its maximum range as a full-round
action. The Archer takes no penalties when sniping,
__________________
Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3

Last edited by chrisrawr : 03-27-2013 at 02:00 AM.
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Old 05-20-2011, 10:09 PM   Top  -  End  -  #2
chrisrawr
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Griffon
 
Join Date: Feb 2011
Gender: Male
Default Re: Another Archer [WIP, P.E.A.C.H. <3]

BLERGH.

Credits
Spoiler



Comments
Spoiler


Changelog
Spoiler
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Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3

Last edited by chrisrawr : 03-27-2013 at 02:07 AM.
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Old 05-25-2011, 02:41 PM   Top  -  End  -  #3
Lyndworm
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Join Date: Feb 2008
Location: 
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Gender: Male
Default Re: Another Archer [WIP, P.E.A.C.H. <3]

I've only skimmed this, but I really, really. like it. Good job, man.
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Old 05-25-2011, 04:52 PM   Top  -  End  -  #4
Gideon Falcon
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Join Date: Jan 2011
Default Re: Another Archer [WIP, P.E.A.C.H. <3]

This has excellent potential. Unfortunately, it doesn't grant enough bonuses to fix the low-damage problem. Dex replacing Strength and 3d8 precision (which several creatures are immune to) are not suitable replacements for Power Attack. The best way I know of to bypass the problem is to maximize your attack numbers and use a force weapon, which ignores DR for a +2 equivalent bonus.

The Vital Aim ability to trade AC for attack and damage is the right idea, but there still needs to be something more that doesn't mess up skirmish-type archers.
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Old 05-25-2011, 09:21 PM   Top  -  End  -  #5
chrisrawr
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Default Re: Another Archer [WIP, P.E.A.C.H. <3]

Quote:
Originally Posted by Gideon Falcon View Post
This has excellent potential. Unfortunately, it doesn't grant enough bonuses to fix the low-damage problem. Dex replacing Strength and 3d8 precision (which several creatures are immune to) are not suitable replacements for Power Attack. The best way I know of to bypass the problem is to maximize your attack numbers and use a force weapon, which ignores DR for a +2 equivalent bonus.

The Vital Aim ability to trade AC for attack and damage is the right idea, but there still needs to be something more that doesn't mess up skirmish-type archers.
I'm keeping the class intentionally low for now, to get some playtest results, but I agree - it doesn't make up for these things. I'm toying with precision damage slots - I might make it every 3 levels - 4,7,10,13,16,19, and I might be adding power shot (wording from the Energy Bow) at the cost of 3, as well as ignoring wind-wall at 2, and trying for at least 2 effects at every higher one, or perhaps combined effects if I run out of ideas.

I'll also be adding, at later levels (17 and 18 are dead at the moment) an ability to allow critical hits against those immune to it, or perhaps tack it onto the sniper path at 16. Improved Vital Aim will be increased, as well - it will be increasing crit modifier as well(stacks with sniper path). The capstone will also be adding a final path ability to each path, in the interest of being really, really good at what you do (Volley will get an effect similar to time stands still, sniper will be getting massive range increases for spot and increment, and who knows what, skirmish will... I don't even know man, I don't even have 16th level done yet.)

So really, any ideas are welcome for improvements and modifications. What I don't want to do is just add damage to the class as a balancing factor, though.

Also, the Energy Bow is pants on head retarded - it's a +2 force bow that deals 2d6 damage, lights up, and lets you power attack... for 22,600 gold. If you stick it at ~50,000 gp (where it should be), it's nice. Otherwise, it's silly and you have no reason not to take it.

Edit: LYNDWORM HOW DID I MISS YOUR COMMENT? MANY LOVES :>
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Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3

Last edited by chrisrawr : 05-26-2011 at 07:21 AM.
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Old 06-01-2011, 09:32 PM   Top  -  End  -  #6
chrisrawr
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Join Date: Feb 2011
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Default Re: Archer Base Class [3.5/PF, WIP, P.E.A.C.H.]

The Archer is now being playtested in a few games. Updates from playtesting will go in this post.
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Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3
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Old 06-02-2011, 01:40 AM   Top  -  End  -  #7
Moribundus
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Join Date: Apr 2006
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Default Re: Archer Base Class [3.5/PF, WIP, P.E.A.C.H.]

I wish I was one of those people who was good at making classes and offering advice about them, alas, I am not. . . which is why I usually just lurk and read the forums a couple of times a week. That being said, I think this has got to be one of the coolest ranged base classes I have ever seen. Even with the dead levels problem. . it is downright elegant. kudos and I can't wait to see what you do with it!
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Old 06-02-2011, 02:22 AM   Top  -  End  -  #8
Knaight
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Default Re: Archer Base Class [3.5/PF, WIP, P.E.A.C.H.]

The Sniper option appears much weaker than the other two, and the class is remarkably low on damage for the time being.
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Old 06-02-2011, 07:24 AM   Top  -  End  -  #9
chrisrawr
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Join Date: Feb 2011
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Default Re: Archer Base Class [3.5/PF, WIP, P.E.A.C.H.]

Quote:
Originally Posted by Knaight View Post
The Sniper option appears much weaker than the other two, and the class is remarkably low on damage for the time being.
The sniper begins triggering massive damage rules at 11 from hundreds of feet - but I agree, it's less useful in an actual battle, because if you want skirmish or volley power, you need to give up feats that would help sniping.

I'm also tinkering with the removal of the sniping penalty - I honestly don't agree with there being one at all, so I'll probably have it -10 at level 2, and gone at 11, replacing the level 6 buff with level 11's and giving masteries for them at 11. Would replacing "Wis" to skills with a flat +5 untyped be better? I like tying abilities to scores, for flavor, but sometimes mechanics recommend a flat buff.

I'm in 3 games right now with a variety of other classes and builds. The Archer is very intentionally under-powered at the moment, as I'm still tinkering with the level advancement. As of now, he has 6 scaling features - I might do with simply rearranging them to fill the dead levels, but I would rather like to add things. I also like tying abilities to skills, but I don't want to enforce skill requirements to play a class; I've got spot set on chink in the armor because you're going to have spot anyways, and craft because you can hit the DC's with fairly little effort.

tl;dr - still intentionally underpowered; a highly optimized fighter or ranged warblade can still easily put out more damage at range, but there would be less tripping :> Also, any ideas on the last 4 levels would be appreciated, as I'd like to make people squirm when trying to decide between them, and four levels of cragtop archer (which has a lot to add for almost any arhcer - if only its requirements were reasonable :I )

Quote:
Originally Posted by Moribundus
I wish I was one of those people who was good at making classes and offering advice about them, alas, I am not. . . which is why I usually just lurk and read the forums a couple of times a week. That being said, I think this has got to be one of the coolest ranged base classes I have ever seen. Even with the dead levels problem. . it is downright elegant. kudos and I can't wait to see what you do with it!
elegant... tehe
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Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3
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Old 06-02-2011, 07:34 AM   Top  -  End  -  #10
Lyndworm
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Default Re: Archer Base Class [3.5/PF, WIP, P.E.A.C.H.]

As pointed out by Knaight, Sniping seems a little weak. I love the idea of a sniper character, and I feel that they're almost impossible to do well. I understand that the class is intentionally built low and unfinished right now, but you may want to check out the Sniper for inspiration. It's not perfect (I have a few modifications I make to actually use it), but it's very nice.

I agree that the damage seems low as well; that's ranged combat's biggest problem, really. I think that if the Precision Shooting ability came every three levels (3, 6 ,9, 12, 15, 18) it might help the issue a little bit.

Multiplying the damage on a crit's a little strange; maybe just add it on a crit like Telling Blow? My only issue is that it's strange language not found anywhere else (to the best of my knowledge) that actually goes against the standard definition of Precision Damage, whereas a built-in Telling Blow-like ability does have some precedent.

I look forward to reading your playtesting information.
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Old 06-02-2011, 08:47 AM   Top  -  End  -  #11
chrisrawr
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Default Re: Archer Base Class [3.5/PF, WIP, P.E.A.C.H.]

Comments bolded :3

Quote:
Originally Posted by Lyndworm View Post
As pointed out by Knaight, Sniping seems a little weak. I love the idea of a sniper character, and I feel that they're almost impossible to do well. I understand that the class is intentionally built low and unfinished right now, but you may want to check out the Sniper for inspiration. It's not perfect (I have a few modifications I make to actually use it), but it's very nice.

Agreed, I like it very much, and will probably find inspiration from it.

I agree that the damage seems low as well; that's ranged combat's biggest problem, really. I think that if the Precision Shooting ability came every three levels (3, 6 ,9, 12, 15, 18) it might help the issue a little bit.

Close to what I was thinking; I'm going with 4/7/10/13/16/19 for now, and also moving the Arrow Theory to 3/8/13/18 - I want to have enough arrows to tailor to a broad range of campaigns, without making the choice of arrow a big deal, but still keeping your choices limited so they feel speshul. You should be able to say "ooh, there's lots of crackly undead, let's take incendiary arrows.", or "ooh, we're going to be sneaking into a castle, let's take an arrow that can anchor our climbing rope." I've also added the last two paths... they feel kind of uninspired at the moment :c

Multiplying the damage on a crit's a little strange; maybe just add it on a crit like Telling Blow? My only issue is that it's strange language not found anywhere else (to the best of my knowledge) that actually goes against the standard definition of Precision Damage, whereas a built-in Telling Blow-like ability does have some precedent.

I'll look into it; Precision Damage is just the crappy placeholder name I gave it for now; "Damage that applies to Chink in the Armor victims" just doesn't have the same ring to it. Having it apply on criticals against non-chink'd targets seems about right.

I look forward to reading your playtesting information.
Hrawr; I had one DM turn it down because it was overpowered. The rest of the party looks like full casters. Though, Swiftblade was also turned down. Apparently having the ability to simulate spells and shoot arrows is more powerful than being able to cast genesis all day without restriction :I
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Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3

Last edited by chrisrawr : 06-02-2011 at 08:55 AM.
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Old 06-03-2011, 04:52 PM   Top  -  End  -  #12
MageofMystra
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Since I also have an interest in this class and that I should really get to know this if you're going to use this in my game, here are my two cents, feature by feature.

I'm not the strongest mechanical person, nor the best eye for balance, so take all of this with a grain of salt. My opinion might be worth far less than I hope.

Spoiler



All in all, this class really feels like a one trick pony. You shoot arrows. You can shoot arrows better. You can shoot more arrows. You can power up your arrow shooting. Strictly speaking, I suppose it is an upgrade on the archer classes we have in the official stuff right here, but it doesn't feel like an upgrade so much as just a bump in power. You can shoot arrows better, and you get some skill points. That's about it. *shameless plug for my called shot system*

A few of my gripes with the class:
As it stands, it's fairly MAD. You need at least 10 STR (more to not get completely screwed over by any sort of ability drain), good DEX and WIS, and good CON. I'd recommend some sort of clause to allow WIS to help qualify for DEX related feats that relate directly to archery, and maybe help out initiative, but that's just me. I'd also consider bumping up the hit die to a d8; you're remarkably glass cannonish.
The power scaling rubs me wrong. The new iterative levels get the path progressions, and seem like Christmas to me. Some of the archery path abilities are ridiculous (but are kind of balanced by the level at which they come.)
I've got a lot of gripes with wording. Nobody else seemed to, though, so I don't think that that's too much of an issue.
For volley archers, did you get some sort of sneaky marketing deal with a d20 manufacturer?

What I like about this class:
Well, it's a better archer, at least, and I can't ever say no to that.
This class has got a lot of potential. The chassis's nice.

All in all, I'd say that this is a decent homebrew (with no sarcasm.) It has room for improvement.
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Old 06-03-2011, 04:56 PM   Top  -  End  -  #13
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

What, you made an archer class and didn't include Horizon Shot?
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Old 06-03-2011, 05:12 PM   Top  -  End  -  #14
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Quote:
Originally Posted by chrisrawr View Post
Comments bolded :3
Hrawr; I had one DM turn it down because it was overpowered. The rest of the party looks like full casters. Though, Swiftblade was also turned down. Apparently having the ability to simulate spells and shoot arrows is more powerful than being able to cast genesis all day without restriction :I
I would suggest you stay far away from that DM... Unless it was for fluff reasons, Id think that GM was crazy.

Anyway, I think that the paragon abilities gained at 20th are lack luster. You need to be able to HiPS from at least level 11 or less (Wizards have invisibility from way earlier...) Ill post more in depth later. That just jumped out at me.
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Old 06-03-2011, 09:35 PM   Top  -  End  -  #15
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

The Paragon and Peerless features are terrible right now; I've front-loaded the class and rand out of interesting things for it later on.

"What, you made an archer class and didn't include Horizon Shot? "

If you want Cragtop Archer, I've given everything needed to PrC into it at the earliest possible entry. Fixing Cragtop Archer can be another task, for someone else :I (someone better than me D: ) Though I agree, many of this class's abilities are meant to synergize well with the Cragtop Archer; It's such a nice 4 level PrC.

Mage: Your comments really help put things into a bit of perspective.

Spoiler


Blargh overhaul in process. I'm liking what I'm seeing so far, but if anything I feel like it's frontloading the class even more.
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Old 06-04-2011, 06:05 PM   Top  -  End  -  #16
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Updated 6:03PM EST

Spoiler


New Abilities at 14, 19
Exhibitionist (Ex): The Archer may perform a stunt as part of an Intimidate check, substituting a single attack roll against a target at least 600 feet away for his Intimidate ranks. If this attack is against an opponent during the first round of combat, opponents suffer a -2 Morale Penalty to Attack and Damage rolls, Saves vs. Fear effects, and Skill checks until the Archer misses an attack in combat.

Legendary Exhibitionist (Ex): The Morale Penalty from the Archer's Exhibitionist ability increases to -4, and the Archer and his allies gain a +2 Morale bonus to Attack and Damage Rolls, and Saves vs Fear effects until the Archer misses an attack in combat. As well, the Archer's critical hits and successful Exhibitionist attacks demoralize opponents within 30 feet of the target by 1 step. This demoralization stacks with itself.


Something to toy with, for now.
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Old 06-04-2011, 06:55 PM   Top  -  End  -  #17
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Quote:
Originally Posted by chrisrawr View Post
Hrawr; I had one DM turn it down because it was overpowered. The rest of the party looks like full casters. Though, Swiftblade was also turned down. Apparently having the ability to simulate spells and shoot arrows is more powerful than being able to cast genesis all day without restriction :I
I don't think that should be a limiting factor, that DM simply had a poor understanding of game balance.

Anyways, because this class is extremely combat focused, I think it should be substantially more powerful, as it has no place outside of combat.

To help deal with MAD, eliminate the restriction on Str penalties for damage given in Vital Aim. Specifically: allow the archer to substitute their dex or wis bonus for a str bonus/penalty for damag. There's still some MAD, but not quite as much.

As an additional feature (I'm not sure where this would best fit), increase the range increment of all bows, and allow archers to make Sneak Attacks from further away. This could upgrade over several levels, and fill in some of the dead level gaps.

Give the sniper archer Sneak Attack.
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Old 06-04-2011, 07:02 PM   Top  -  End  -  #18
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I don't think that should be a limiting factor, that DM simply had a poor understanding of game balance.

Anyways, because this class is extremely combat focused, I think it should be substantially more powerful, as it has no place outside of combat.

To help deal with MAD, eliminate the restriction on Str penalties for damage given in Vital Aim. Specifically: allow the archer to substitute their dex or wis bonus for a str bonus/penalty for damag. There's still some MAD, but not quite as much.

As an additional feature (I'm not sure where this would best fit), increase the range increment of all bows, and allow archers to make Sneak Attacks from further away. This could upgrade over several levels, and fill in some of the dead level gaps.

Give the sniper archer Sneak Attack.

I'd debated it, but opted for Precision Damage instead; I'm going to be expanding Precision Shooting and Arrow Theory substantially during this overhaul, giving them performance abilities and support options (flare arrows, alarm arrows, splitting an arrow with another arrow, trick shots, called shots, etc.)

I'm currently overhauling many of the class features; I'm setting Improved Vital Aim up to be a straight 1/2 Archer Levels to damage, and I'm reworking the Paths to 5/10/15/20. This leaves many levels open for perhaps the choice between an animal companion and a weapon familiar.
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Old 06-04-2011, 07:04 PM   Top  -  End  -  #19
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

If you want to make it much more powerful, make the attacks more "powerful" to the point that they ignore immunity to critical hits (on golems and such). That would be a decent capstone.
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Old 06-04-2011, 07:16 PM   Top  -  End  -  #20
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Maybe add some bonus feats? You'd need to make an archery-specific list, but I'd be willing to scrounge some of my resources and help with that. Maybe 1, 4, 7, 10, 13, 16, 19? Seven is a really nice number, and it would fill some of your blank spots. It would also alleviate some of the feat-dependency archery has.

Preliminary Feat List:
Spoiler

Assuming you went that route, you'd only have to fill the 14th and 19th level abilities. That's a 5 level gap, and a really nice place to put a scaling ability. I'm thinking something with called shots and critical hits, like reducing the attack bonus by 3 to increase the threat range and/or multiplier by 1... Any thoughts?
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Old 06-04-2011, 07:58 PM   Top  -  End  -  #21
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Quote:
Originally Posted by Lyndworm
Maybe add some bonus feats? You'd need to make an archery-specific list, but I'd be willing to scrounge some of my resources and help with that. Maybe 1, 4, 7, 10, 13, 16, 19? Seven is a really nice number, and it would fill some of your blank spots. It would also alleviate some of the feat-dependency archery has.

I was hoping to avoid bonus feats, adding what I needed through class features (Manyshot was already written out for me, so I kept it as such, but for Pathfinder play I would write it out.)

Assuming you went that route, you'd only have to fill the 14th and 19th level abilities. That's a 5 level gap, and a really nice place to put a scaling ability. I'm thinking something with called shots and critical hits, like reducing the attack bonus by 3 to increase the threat range and/or multiplier by 1... Any thoughts?

I can see putting something nice in at 14 and 19. Called shots looks like a nice piece, but it and Critical Hit shenanigans will be going into Precision Damage. Perhaps some demoralizing or exhibitionist stunts? At 14th level, you're probably renowned enough to have a bit of a reputation to exploit :P
Quote:
Originally Posted by Elfstone
If you want to make it much more powerful, make the attacks more "powerful" to the point that they ignore immunity to critical hits (on golems and such). That would be a decent capstone.
I want to make it more versatile; if I want to add power, I've got a bunch of class features that I can always just add a "The Archer gains a +1 untyped bonus to his ranged attack's damage rolls" clause to. The Sniper has been given a feature to remove immunities at 15, as well as HiPS at 10 and improved HiPS at 20, AS WELL as no sniping penalties at 15. The Skirmisher has been given Evasion/Improved Evasion. Volley Archer is already powerful, for now at least.
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Old 06-04-2011, 08:03 PM   Top  -  End  -  #22
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

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I was hoping to avoid bonus feats, adding what I needed through class features (Manyshot was already written out for me, so I kept it as such, but for Pathfinder play I would write it out.)
Fair enough. I'm afraid that I'm out of ideas...

I'll keep checking back, though; keep up the good work.
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Old 06-04-2011, 08:20 PM   Top  -  End  -  #23
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Originally Posted by Lyndworm View Post
Fair enough. I'm afraid that I'm out of ideas...

I'll keep checking back, though; keep up the good work.
I filled the dead levels with Exhibitionist and Legendary Exhibitionist; 13th level might get a bonus feat to be forever alone with.
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Old 06-04-2011, 08:33 PM   Top  -  End  -  #24
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

I like'em, mostly.

As it's currently worded, the enemy must be at least 605ft away. Is this intentional? It seems a little odd.

Also, why Perform? Since you're substituting an attack roll anyway, wouldn't Intimidate make more sense?
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Old 06-04-2011, 09:46 PM   Top  -  End  -  #25
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Gha, I wrote performance once and then perform was stuck in my head. Intimidate was intended, thanks. Swapped to "at least 600 feet" from "more than." Many thanks :D
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Old 06-04-2011, 09:49 PM   Top  -  End  -  #26
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

So you can't make this check against an enemy 100ft away, or 30ft away? I suppose that's a truly Archeresque ability... No other class could even make the Spot check to see an enemy that far out.



Quote:
Originally Posted by Lyndworm View Post
I understand that the class is intentionally built low and unfinished right now, but you may want to check out the Sniper for inspiration. It's not perfect (I have a few modifications I make to actually use it), but it's very nice.
Would you be interested in seeing the changes I make to the Sniper class? They're mostly small, but it could help you, I suppose.

Here they are:
Spoiler
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Old 06-04-2011, 10:43 PM   Top  -  End  -  #27
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Default Re: Archer Base Class [3.5, Mostly Finished, P.E.A.C.H.]

Hrawr, I'll gladly look-over and pull from your wisdom :3 The Exhibitionist ability is a no-save demoralization, and although it's a mere fear effect, it will be useful in battles. I originally intended it to be 300 feet, and I think I'll go back to that; I need to add a clause that says "Also the enemy needs to see you for this to work because otherwise it's just arrows, arrows everywhere."

As well, for ease of placement, Here is the current updated overhaul. I've incorporated changes proposed for what I hope are many serious improvements. The paths need to be are properly spaced again; I had them put together so I could observe what they looked like a bit easier. As well, I still need a good idea for Peerless Archer; it feels like it could use a bit more of a cap than what the paths are giving it.

Peerless Archer Updated:
Peerless Archer (Ex): At 20th level, In any encounter which the Archer may take part of a surprise round, the Archer may take a full round, instead of the normal standard action. The penalties to Ranged Attacks and Spot Checks due to range are halved, and the Archer may take 10 on Ranged Attack rolls and on his class skills.

Is this too powerful? Too limited in use? Too boring?


Changing Precision Damage to "Precision Archery", changing 1d8's to precision tokens, which can be exchanged for a variety of effects.
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Old 06-08-2011, 02:12 PM   Top  -  End  -  #28
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Default Re: Archer Base Class [3.5, Massive Updates, 90%, P.E.A.C.H.]

Precision Archery and Archery token progression added - Tell me what you think! Especially tell me if I've ruined everything forever
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Old 06-08-2011, 07:55 PM   Top  -  End  -  #29
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Default Re: Archer Base Class [3.5, Massive Updates, 90%, P.E.A.C.H.]

Called Shot: Lung is way too cheap for what it does. If you take two shots to the lungs, you're suffocating, which means you get one round of being staggered before you fall unconscious. Especially with the rate at which the tokens regenerate (so as long as I keep full-attacking, I can keep spending all my tokens every turn?), an Archer is going to turn a lot of encounters into "pierce both its lungs before it mauls me to death". Possibly swap it with Hand in the progression for Called Shots.

Also, Ranged Bull Rush seems *really* expensive for just 5 feet - Ranged Trip costs less than half as much, and takes out a whole move action.

Otherwise, it looks like a clever and interesting set of mechanics - it is to maneuvers what psionics is to magic.
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Old 06-08-2011, 09:21 PM   Top  -  End  -  #30
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Default Re: Archer Base Class [3.5, Massive Updates, 90%, P.E.A.C.H.]

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Called Shot: Lung is way too cheap for what it does. If you take two shots to the lungs, you're suffocating, which means you get one round of being staggered before you fall unconscious. Especially with the rate at which the tokens regenerate (so as long as I keep full-attacking, I can keep spending all my tokens every turn?), an Archer is going to turn a lot of encounters into "pierce both its lungs before it mauls me to death". Possibly swap it with Hand in the progression for Called Shots.

Also, Ranged Bull Rush seems *really* expensive for just 5 feet - Ranged Trip costs less than half as much, and takes out a whole move action.

Otherwise, it looks like a clever and interesting set of mechanics - it is to maneuvers what psionics is to magic.
I'll be messing with the DC's, costs, and attack penalties/other requirements for a lot of the Called Shots as I get play-test results; Called Shots to lungs will likely have a damage requirement very soon, as Heart does - heart and lungs damage requirements may go up substantially depending on the damage I start seeing.

Bull Rush get an extra 5 feet for every 5 you beat the check by, doesn't it? Since the DC is damage based, you can boost the distance with precision damage and other modifiers; you can easily push someone back a move action or farther with the Sniper path, or later on, the skirmish path - As it is already, the Volley path can trigger a bull rush attempt on almost every attack - a +3 weapon modifier. I'll also be adding clause so that it doesn't benefit from certain abilities (cough dungeoncrasher cough cough).

As for the way you have tokens regenerating - your pool is full for any attack action you make. You can make a single attack as a free action? Full pool for it. Full attack? Full pool. It doesn't discriminate; you can't be as precise with a volley of attacks as you can with a single intentional attack (although the Volley path hopes to mitigate this somewhat, at the expense of mobility of course.)

"15. ". 7:25PM, PST, 2011 - Hand and Lung Called Shot costs swapped. Damage requirement added to Lung. Ranged Bull Rush no longer works with Dungeon Crasher and similar feats/abilities."
This should alleviate the problem, thanks :D

Any ideas for feats, Archery Token abilities, Called Shots, tricks, etc., are gladly welcome :D
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