wolfpunk
First Post
This Archer is a class that I use in my campaign setting. It was an attempt to create a ranged fighter type character. It is not a highly magical class, and I use it as support infantry for the footman. I have had one player play it, and it was fairly successful. I am not really looking for comments along the lines of too powerful or too weak or unbalanced. It works for my campaign, but of course YMMV.
Anyway, if you have any ideas for things that should be changed because they are confusing, or know of other abilities that would fit in well, those are the things I would like to hear about. I realize there are several archer prestige classes and such. I didn't reference any of them except the arcane archer when designing my class. So anything that appears in a splatbook that is the same thing or close too it but more powerful, or less powerful was not considered by me. As such some things may need to be revised.
You will notice some minor differences in terms of layout. I don't use alignment in my campaign, instead I use a nature and demeanor set up similar to the white wolf way does it in their books.
Anyway, without further delay...
The Archer
Standing firmly against the wind, arrow nocked and ready to fire. The hillside providing an excellent vantage point with which to choose targets. Sweat began to bead on his forehead as he waiting. Muscles strained at the burden of holding the bow taunt. His aim moved every so slightly, following the movements of his target. He let loose his arrow, watching it fly true to the heart of his target. The arrow disappeared in a a mist of red, the body falling to the ground. Already the next arrow nocked and seeking a target, hungry for blood.
Adventures: The archer often adventures to gain new knowledge about their skills. They also provide excellent first strike and back up combat potential to adventuring parties who expect to see heavy combat.
Characteristics: The archer is a very good choice for any fighting group. A comparable equal to a modest spell caster the archer can do at range over the course of the day, the sort of damage an academic can provide for a few short minutes each day.
Nature and demeanor: Archers are not bound by any creed or code. They can be of any nature or demeanor. Though ones favoring patience are often common.
Background: Archers are almost always enlisted men who have come to serve an army in battle. Contests of archery are often held in order to find talented young archers to enlist for the army.
Races: Archers of human heritage are always of common birth. Humans of noble birth who train in ranged weapons do so in order to become knights.
Other classes: Archers work well with other classes, providing attacking strength at a distance. The archer is often a compliment to an army of footmen, providing covering fire, and an ability to attack at range.
Game rule information
Archers have the following game statistics.
Abilities: Dexterity is the most important skill to archers, providing a better chance to hit, and a better AC.
Nature and demeanor: Any
Hit die: d8
Class skills:
An Archer's class skills (and the key ability for each skill) are:
Balance_______Dexterity
Climb_________Strength
Concentration__Constitution
Craft_________Intelligence
Jump_________Strength
Skill points at 1st level: (2 + Intelligence modifier) x 4.
Skill points at each additional level: 2 + Intelligence modifier.
Class features:
All of the following are class features of the archer.
Weapon and armor proficiency: The archer is proficient with all simple weapons, one martial weapon of choice, and all martial ranged weapons, as well as light armor and buckler shields.
Bonus Feat, Point Blank Shot: The archer gains this feat for free at 1st level.
Exotic wp: At 2nd level, the archer gains the ability to use choose an exotic wp. The archer must choose either bow or arrow. This allows the archer to use the item as a weapon in melee combat. Regardless of the type of bow, a bow used in melee combat does 1d6 points of bludgeoning damage and has a critical threat on a 20. Regardless the type of arrow, an arrow used in melee combat does 1d6 points of piercing damage, and has a critical threat on a 20. At 6th level, the archer gains the second exotic wp for the choice not taken at 2nd level.
Strength bonus: At 5th level, the archer is so adept at using abow that they may treat a normal bow as a "Mighty" bow in regards to gaining their strength bonus. The bow is not magical however and cannont overcome DR. An archer with a "Mighty" bow treats the bow as a two handed weapon, thereby gaining 1.5 times the "Mighty" bows listed strength bonus.
Enhance arrow: Any arrow fired by the archer gains an Enhancement bonus. This bonus starts at +1 and goes up every three levels. This bonus is used only to determine if the hit from the arrow overcomes any DR the opponent may have. It confers no actual modifier to any attack or damage roll.
Magical arrow: The archer can choose one ability from the list that they wish to imbue upon their arrows. Each time the Magical Arrow ability is gained they may gain an additional choice from the list. The ability to place an enchantment on an arrow is a move equivalent action, but the arrow must be fired on the same round or it loses it’s enchantment. The archer can choose from the following list, Disruption, Distance, Ghost Touch, Keen, Wounding. No more then one enchantment may be place on an arrow in this fashion. This ability may be used three times per day.
Twin shot: The archer may nock and fire two arrows at one time. The archer may fire both arrows at one target, or one arrow at each of two targets if they are adjacent to each other. This ability may be stacked with Rapid Shot. The archer would fire two arrows instead of one for each primary attack and the additional attack, however, each shot would incur an additional -4 penalty for firing in rushed fashion, both arrows fired during an attack while using Rapid Shot must hit the same target. If both arrows are fired at one opponent, roll only one time to see if they both hit. If the arrows are fired at seperate targets, roll for each arrow.
Hail of arrows: The archer can in lieu of her normal attacks, once per day fire an arrow at each and every target within range, to a maximum of one target for each level of archer that the character has. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Increased Training: At 10th level the archer has proven themself, and is allowed to undergo further rigerous training. The archer may choose one field to further their training.
Ambush archer: Move silently and Hide become class skills, and the archer gains 2 free ranks in each skill.
Mounted Archer: Ride and Handle animal become class skills, and the archer gains 2 free ranks in each skill.
Recon archer: Spot and Listen become class skills, and the archer gains 2 free ranks in each skill.
Sniper: The archer gains weapon specialization with a ranged weapon of choice.
Hunter: Wilderness Lore, and Intuit Direction become class skills, and the archer gains 2 free ranks in each skill.
The archer gains additional increased training at 13th, 16th, and 19th level.
Level BAB_______________FORT__REF_WILL_Special
1______+1______________+0___+2__+0___Point blank shot
2______+2______________+0___+3__+0___EWP bow or arrow
3______+3______________+1___+3__+1
4______+4______________+1___+4__+1___Magical Arrow
5______+5______________+1___+4__+1___Strength Bonus
6______+6/+1___________+2___+5__+2___EWP bow or arrow
7______+7/+2___________+2___+5__+2
8______+8/+3___________+2___+6__+2___Enhance Arrow+1, Magical Arrow
9______+9/+4___________+3___+6__+3
10_____+10/+___________+3___+7__+3___Twin Shot, Increased Training
11_____+11/+6/+1_______+3___+7__+3___Enhance Arrow +2
12_____+12/+7/+2_______+4___+8__+4___Magical Arrow
13_____+13/+8/+3_______+4___+8__+4___Increased Training
14_____+14/+9/+4_______+4___+9__+4___Enhance Arrow +3
15_____+15/+10/+5______+5___+9__+5___Hail of Arrows
16_____+16/+11/+6/+1___+5__+10__+5___Magical Arrow, Increased Training
17_____+17/+12/+7/+2___+5__+10__+5___Enhance Arrow +4
18_____+18/+13/+8/+3___+6__+11__+6
19_____+19/+14/+9/+4___+6__+11__+6___Increased Training
20_____+20/+15/+10/+5__+6__+12__+6___Magical Arrow, Enhance Arrow +5
Anyway, if you have any ideas for things that should be changed because they are confusing, or know of other abilities that would fit in well, those are the things I would like to hear about. I realize there are several archer prestige classes and such. I didn't reference any of them except the arcane archer when designing my class. So anything that appears in a splatbook that is the same thing or close too it but more powerful, or less powerful was not considered by me. As such some things may need to be revised.
You will notice some minor differences in terms of layout. I don't use alignment in my campaign, instead I use a nature and demeanor set up similar to the white wolf way does it in their books.
Anyway, without further delay...
The Archer
Standing firmly against the wind, arrow nocked and ready to fire. The hillside providing an excellent vantage point with which to choose targets. Sweat began to bead on his forehead as he waiting. Muscles strained at the burden of holding the bow taunt. His aim moved every so slightly, following the movements of his target. He let loose his arrow, watching it fly true to the heart of his target. The arrow disappeared in a a mist of red, the body falling to the ground. Already the next arrow nocked and seeking a target, hungry for blood.
Adventures: The archer often adventures to gain new knowledge about their skills. They also provide excellent first strike and back up combat potential to adventuring parties who expect to see heavy combat.
Characteristics: The archer is a very good choice for any fighting group. A comparable equal to a modest spell caster the archer can do at range over the course of the day, the sort of damage an academic can provide for a few short minutes each day.
Nature and demeanor: Archers are not bound by any creed or code. They can be of any nature or demeanor. Though ones favoring patience are often common.
Background: Archers are almost always enlisted men who have come to serve an army in battle. Contests of archery are often held in order to find talented young archers to enlist for the army.
Races: Archers of human heritage are always of common birth. Humans of noble birth who train in ranged weapons do so in order to become knights.
Other classes: Archers work well with other classes, providing attacking strength at a distance. The archer is often a compliment to an army of footmen, providing covering fire, and an ability to attack at range.
Game rule information
Archers have the following game statistics.
Abilities: Dexterity is the most important skill to archers, providing a better chance to hit, and a better AC.
Nature and demeanor: Any
Hit die: d8
Class skills:
An Archer's class skills (and the key ability for each skill) are:
Balance_______Dexterity
Climb_________Strength
Concentration__Constitution
Craft_________Intelligence
Jump_________Strength
Skill points at 1st level: (2 + Intelligence modifier) x 4.
Skill points at each additional level: 2 + Intelligence modifier.
Class features:
All of the following are class features of the archer.
Weapon and armor proficiency: The archer is proficient with all simple weapons, one martial weapon of choice, and all martial ranged weapons, as well as light armor and buckler shields.
Bonus Feat, Point Blank Shot: The archer gains this feat for free at 1st level.
Exotic wp: At 2nd level, the archer gains the ability to use choose an exotic wp. The archer must choose either bow or arrow. This allows the archer to use the item as a weapon in melee combat. Regardless of the type of bow, a bow used in melee combat does 1d6 points of bludgeoning damage and has a critical threat on a 20. Regardless the type of arrow, an arrow used in melee combat does 1d6 points of piercing damage, and has a critical threat on a 20. At 6th level, the archer gains the second exotic wp for the choice not taken at 2nd level.
Strength bonus: At 5th level, the archer is so adept at using abow that they may treat a normal bow as a "Mighty" bow in regards to gaining their strength bonus. The bow is not magical however and cannont overcome DR. An archer with a "Mighty" bow treats the bow as a two handed weapon, thereby gaining 1.5 times the "Mighty" bows listed strength bonus.
Enhance arrow: Any arrow fired by the archer gains an Enhancement bonus. This bonus starts at +1 and goes up every three levels. This bonus is used only to determine if the hit from the arrow overcomes any DR the opponent may have. It confers no actual modifier to any attack or damage roll.
Magical arrow: The archer can choose one ability from the list that they wish to imbue upon their arrows. Each time the Magical Arrow ability is gained they may gain an additional choice from the list. The ability to place an enchantment on an arrow is a move equivalent action, but the arrow must be fired on the same round or it loses it’s enchantment. The archer can choose from the following list, Disruption, Distance, Ghost Touch, Keen, Wounding. No more then one enchantment may be place on an arrow in this fashion. This ability may be used three times per day.
Twin shot: The archer may nock and fire two arrows at one time. The archer may fire both arrows at one target, or one arrow at each of two targets if they are adjacent to each other. This ability may be stacked with Rapid Shot. The archer would fire two arrows instead of one for each primary attack and the additional attack, however, each shot would incur an additional -4 penalty for firing in rushed fashion, both arrows fired during an attack while using Rapid Shot must hit the same target. If both arrows are fired at one opponent, roll only one time to see if they both hit. If the arrows are fired at seperate targets, roll for each arrow.
Hail of arrows: The archer can in lieu of her normal attacks, once per day fire an arrow at each and every target within range, to a maximum of one target for each level of archer that the character has. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Increased Training: At 10th level the archer has proven themself, and is allowed to undergo further rigerous training. The archer may choose one field to further their training.
Ambush archer: Move silently and Hide become class skills, and the archer gains 2 free ranks in each skill.
Mounted Archer: Ride and Handle animal become class skills, and the archer gains 2 free ranks in each skill.
Recon archer: Spot and Listen become class skills, and the archer gains 2 free ranks in each skill.
Sniper: The archer gains weapon specialization with a ranged weapon of choice.
Hunter: Wilderness Lore, and Intuit Direction become class skills, and the archer gains 2 free ranks in each skill.
The archer gains additional increased training at 13th, 16th, and 19th level.
Level BAB_______________FORT__REF_WILL_Special
1______+1______________+0___+2__+0___Point blank shot
2______+2______________+0___+3__+0___EWP bow or arrow
3______+3______________+1___+3__+1
4______+4______________+1___+4__+1___Magical Arrow
5______+5______________+1___+4__+1___Strength Bonus
6______+6/+1___________+2___+5__+2___EWP bow or arrow
7______+7/+2___________+2___+5__+2
8______+8/+3___________+2___+6__+2___Enhance Arrow+1, Magical Arrow
9______+9/+4___________+3___+6__+3
10_____+10/+___________+3___+7__+3___Twin Shot, Increased Training
11_____+11/+6/+1_______+3___+7__+3___Enhance Arrow +2
12_____+12/+7/+2_______+4___+8__+4___Magical Arrow
13_____+13/+8/+3_______+4___+8__+4___Increased Training
14_____+14/+9/+4_______+4___+9__+4___Enhance Arrow +3
15_____+15/+10/+5______+5___+9__+5___Hail of Arrows
16_____+16/+11/+6/+1___+5__+10__+5___Magical Arrow, Increased Training
17_____+17/+12/+7/+2___+5__+10__+5___Enhance Arrow +4
18_____+18/+13/+8/+3___+6__+11__+6
19_____+19/+14/+9/+4___+6__+11__+6___Increased Training
20_____+20/+15/+10/+5__+6__+12__+6___Magical Arrow, Enhance Arrow +5
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