Archer core class

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
 
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It seems to be an non-Prestige version of the Arcane Archer, and the Magical Arrows seems very much like the Blade Dancers Enchanted Blade ability.

It seems fairly strong, especially getting Enhance Arrow at level two; better skill list than a fighter, and two good saves. I can see a lot of fighters taking a couple of levels of Archer.

You should change Magical Arrow to Move-Equivalent Action rather than Partial Action, or they would need Haste to be able to use it.

Twin Shot seems very powerful, doubling the number of attacks. (Are extra attacks from Rapid Shot doubled as well?)

Hail of Arrows is very good, but only usable once per day, so it isn't that overpowered.

Geoff.
 
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Hey you know what you are absolutely right on both accounts. Edited the post to reflect that. The proper save chart is good progression in reflex only. The enchanting an arrow should be a move equivalent action, changed that as well.

I dont think a +1 arrow at 2nd level is too much. Then again, in my campaign, the characters are normally getting a +1 item around second level. So as always YMMV in your campaign.

I should mention that this archer is normal a conscription into the military in my campaign. So a fighter can gain a few levels of the archer if he doesnt mind being bossed around for those levels, and then if he can find a way to get out of the military.
 

wolfpunk said:
I should mention that this archer is normal a conscription into the military in my campaign. So a fighter can gain a few levels of the archer if he doesnt mind being bossed around for those levels, and then if he can find a way to get out of the military.
Generally it's a bad idea to balance gameplay advantages with role-playing dis-advantages, plus if someone wanted to use this as a core class the might not want to make it a conscript so they would have to find some other way of balancing it.

I agree that enhance comes a little early if you look at the monk they don't get to count their hands as +1 weapons until 10th level, this situation isn't completely comprable, but I would still move the start to around 5th level and then have it increase every 3rd level or similiar.

With the STR bonus being added to every bow, there's no reason for the Archer to have a really nice Mighty Composite Bow, which seems counter-intuative, so I would change it to the archer gets to count the bow as a two handed weapon and he get's x1.5 his str bonus and x1.5 the "mighty-rating" so if the archer has a str of 18 and a +4 mighty composite he would get +6 to damage.

Finally on the magical arrow you might want to add in some slightly nicer abilities, flaming or flaming burst, holy, etc. but specify they they are only availabe at higher levels.

Hope this helps!
 

EOL thanks for all the comments.

In my homebrew campaign, all rollplay advantages are balanced with roleplay requirements, I have always done it that way, and probably always will do it that way. The reason being, I dont care for numberical penalties being required in order to give a bonus in something. In order to create a continuity in things I find that things have to have an ordered reason for being what they are. Perhaps this is a throwback to 2nd edition that people don't like, but I don't think a Half-orc noble should exist as a class possibility. However, the is simply IMO, and I would not try to convince anyone that my way is right or better. It is simply how I DM, and usually my players are happy to follow the ideas.

If a character wants to be an archer but doesn't want to be my archer, they are more then able to make a fighter and spend their bonus feats buying all the ranged feats.

The strength bonus I will change that seems a much much better way to handle the intent I originally had. Thanks. Let me make sure I understand what you are saying though.

With the STR bonus being added to every bow, there's no reason for the Archer to have a really nice Mighty Composite Bow, which seems counter-intuative, so I would change it to the archer gets to count the bow as a two handed weapon and he get's x1.5 his str bonus and x1.5 the "mighty-rating" so if the archer has a str of 18 and a +4 mighty composite he would get +6 to damage.

Now my understanding of that would mean that a character with 18 strength which is a +4 bonus would gain +6 to damage from strength (strength x1.5), and the mighty bow which is +4 would grant +6 to damage from the bow as well (strength x1.5). That would lead me to think an 18 strength archer with a +4 might composite bow would gain +12 to damage, that seems like a lot of additional damage too me? Maybe I am misunderstanding.

What if it was strength bonus on a normal bow, and strength bonus x1.5 on a mighty bow? That seems more acceptable to me?

The choices for the magical arrow reflect the archer being non-flashy. They are numberical advantages that would not look like magic when they were looked upon. This ability is simply a way to give them some strong arrows in special situations. Once again, if the player wants flashy spell like effects on their arrows, they can take some spellcaster levels, or have them made. I don't feel a non-spellcaster as this archer is set up to be, should have anyway of creating magical flaming arrows.

As to the +1 arrow, hmmm I like this ability at an early level. Perhaps change it to a limited number of uses per day? I am open to suggestions but I would like to leave it starting at 2nd level if possible.
Thanks for all the suggestions.
 
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Here's a home-brew treat these guys may appreciate:

Catch and Fire
Using your phenomenal speed, you can catch an opponent's arrows and use them in your own bow.
Prerequisite: BAB +3, Improved Unarmed Strike, Deflect Arrows, Snach Arrows, Quick Draw, Dex 15+
Benefit: You must have your bow (not a crossbow) in one hand and your other hand free (holding nothing) to use this feat. The first step is to use Snatch Arrows as a readied action. Then, as a part of the same readied action, you can load that arrow into your bow and fire it using your normal attack bonus. If you fire the arrow at the same creature that shot it at you, the target is denied any Dexterity bonus (against your bow attack only) the first time you use this ability in a fight, due to sheer surprise.

Now, I understand that you are aiming campaign specific (I do as well), but...

Balance_______Dexterity
Climb_________Strength
Concentration__Constitution
Craft_________Intelligence
Hide_________Dexterity
Jump_________Strength
Listen________Wisdom
Move Silently__Dexterity
Ride_________Wisdom
Spot_________Wisdom
The problem here is that the class is intended to be a military archer, yet they've got many of the (now classic) adventuring skills (particularly Climb, Hide, Jump, Listen and Spot). In light of "military" training, these skills are more associated with scouts and high-ground observers. Ride is quasi-questionable, but mostly because Handle Animal (for Chariot Archery) isn't included as well.

Weapon and armor proficiency: The archer is proficient with all simple and martial ranged weapons, as well as light armor and buckler shields.
They should atleast get Simple Weapon Proficiency for the sake of standard defense, as well as one (culturally specific?) Martial Weapon Proficiency Feat to cover basic training (if they didn't get through whatever passes for "boot camp" in your world, then they probably never would have been accepted into the ranks of the archers).

Strength bonus: 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.
This seems fair enough; My issue would be the level at which it's gained. This should probably be held back until 5th level or so, corresponding more with the Fighter's Weapon Specialization.

Enhance arrow: Any arrow fired by the archer gains and Enhancement bonus. This bonus starts at +1 and goes up every four levels.
This also seems a bit over-powered, but can be tweaked in two different ways that I can tell.

First, either hold it back until 8th and then "stepping up" every 3rd Level (+1 at 8, +2 at 11, +3 at 14, +4 at 17 and +5 at 20).

Second, leaving it at the levels listed but not giving it any attack or damage bonus, simply allowing it to overcome DR as if it were of the listed "+". In this manner, a 17th Level Archer with a +1 arrow can still inflict damage on a creature with DR+4 without any reduction (in and of itself rather potent since your damage can be considered + whatever the creatures DR value is, yet doesn't give any over-powerment over non-DR opponents).

Exotic wp arrow: The archer gains the ability to use the arrow as a melee weapon to attack targets within a five foot radius. 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.
Legalas strikes, eh?:D

You may consider having this instead work as if the arrow were one size category smaller, per the table in the DMG on page 162 or hold it until a higher level.

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.
Hmmm... I'm still pondering this; Something doesn't seem right.

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. For each attack roll 1 time to see if both arrows hit.
Considering the level this is gained at (10th), it seems alright except that both arrows are set to the same attack roll. I think that, atleast against two different targets, two rolls should be used. One roll should be fine for one target, however.

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.
Personally, I think this is more suited as a 16th Level ability. Again, as you've stated, every game tends to be unique; Just my thoughts.:)
 

You bring up some great questions and ideas. Let me make some changes.

Ok I have a question for you guys. I don't know if there is any precedence for this anywhere, or if there is a rulilng for it being a definite no-no.

I have two ideas for what this archer could be. The first idea is a simple conscription archer, stand in a line away from the fighting and shoot arrows. That type of archer would be very unskilled basically. This would dictate taking away some of the skills in the class skill list.

The second idea of this archer is indeed a scout, recon, ambush type character. Obviously only very good archers would beallowed to go out on these missions.

My question is this. Has anyone ever seen, or attempted to add skills to the class skill list as levels advance. My thinking is this. After say five levels or whatever, the archer has proven themself to be a competent archer, and is allowed to undergo more rigerous training into the finer arts of stealth, ambush, scouting, etc. Could I add skills to the class skill list as the character advances in level? This would symbolize them getting more training?

I would put hide, listen, move silently, spot ride, and handle animal on this list. Maybe even do it in two sets, the character gains ride and handle animal at 5th level, and then move silently, and hide at 10th level, and perhaps listen and spot at 15th level. Now the problem with adding skills at such high level is the inability to get very many ranks in the skill. Then again sometimes an extra rank in a skill can be the difference between success and failure. Thoughts??
 

wolfpunk said:
My question is this. Has anyone ever seen, or attempted to add skills to the class skill list as levels advance. My thinking is this. After say five levels or whatever, the archer has proven themself to be a competent archer, and is allowed to undergo more rigerous training into the finer arts of stealth, ambush, scouting, etc. Could I add skills to the class skill list as the character advances in level? This would symbolize them getting more training?
Two ways of doing this. First, a Pclass to represent admission into an elite within the armies from the ranks (His Majesty's Azure Bowmen, for example), possibly with 2 archery-related feat requirements. The Pclass may even favor (though not require) an Archer/Rogue mix. Another would be to work the features to be optional, say allowing a selection of 10 out of a list of 20-30. Some of these may include the addition of new skills to the Class Skill list (my current take on the Bard has an optional feature that works in such a manner, and the Athas Ranger is a good example of a class comprised almost entirely of optional features).

Also, forgot to mention, you may consider making Weapon Specialization available to the Archer, but applying only to bows. Say at 6th or 8th Level to prevent stealing some of the Fighter's thunder.
 

I hadn't thought about weapon specialization. I always dislike stealing a fighter key ability. It makes the class less purposeful when you can do something similar with another core class.

That being said, I will be a hypocrite and say, perhaps I could do something like the rogue's special ability. 10th level and every 3rd level thereafter choose on of the following special abilities.

Could be a list of choices like this

move silently and hide become class skills, and the archer gain 2 ranks in each.

spot and listen become class skills, and the archer gain 2 ranks in each.

handle animal and ride become class skills, and the archer gain 2 ranks in each.

the archer may take weapon specialization for bows or crossbows only


What do you think, would that work?
 


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