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Archer core class
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<blockquote data-quote="Jerrid Al-Kundo" data-source="post: 95668" data-attributes="member: 3321"><p>Here's a home-brew treat these guys may appreciate:</p><p></p><p><strong>Catch and Fire</strong></p><p>Using your phenomenal speed, you can catch an opponent's arrows and use them in your own bow.</p><p><em>Prerequisite:</em> BAB +3, Improved Unarmed Strike, Deflect Arrows, Snach Arrows, Quick Draw, Dex 15+</p><p><em>Benefit:</em> 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.</p><p></p><p>Now, I understand that you are aiming campaign specific (I do as well), but...</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>This also seems a bit over-powered, but can be tweaked in two different ways that I can tell.</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>Legalas strikes, eh?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>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 <em>or</em> hold it until a higher level.</p><p></p><p>Hmmm... I'm still pondering this; Something doesn't seem right.</p><p></p><p>Considering the level this is gained at (10th), it seems alright <em>except</em> 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.</p><p></p><p>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.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jerrid Al-Kundo, post: 95668, member: 3321"] Here's a home-brew treat these guys may appreciate: [b]Catch and Fire[/b] Using your phenomenal speed, you can catch an opponent's arrows and use them in your own bow. [i]Prerequisite:[/i] BAB +3, Improved Unarmed Strike, Deflect Arrows, Snach Arrows, Quick Draw, Dex 15+ [i]Benefit:[/i] 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... 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. 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). 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. 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). 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 [i]or[/i] hold it until a higher level. Hmmm... I'm still pondering this; Something doesn't seem right. Considering the level this is gained at (10th), it seems alright [i]except[/i] 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. 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.:) [/QUOTE]
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