Archer/Duelist Core Class, anybody got one?

Shoes,
I really like the looks of this archer class. Have you done any reworking on this since '04 to add in more skills and such? If not, would you mind others (such as myself) taking on the mantle and working with the class a bit?


shoes said:
Archer
A warrior based for ranged attacks with the ranged attacks. The archer has been known for many names depending on what type of weapon they use. They been known as the archer (based for a bow), the marksman (based for a crossbow), and even a gunslinger (based for firearms).

Game Rule Information
Archers have the following game statistics:
Abilities: Dexterity is a critical ability score for archers, considering their heavy reliance on ranged weapons. Constitution is important for giving archers lots of hit points. A decent Wisdom and Intelligence is needed for certain archer-based abilities, skills, and feats.
Alignment: Any
Hit Dice: d8
Starting Wealth: 5d4 x 10 gp

Class Skills
The archer's class skills (and the key ability for it) are:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), and Swim (Str). See Chapter 4: Skills of the PHB for skill descriptions.

Skills Points at 1st Level: (2 + Intellgience modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier

Base Attack Bonus: Good (as fighter)
Saving Throw Bonus: Reflex good, Fortitude and Will poor. (as rogue)

Class Features
The following are class features of the archer.
Weapon and Armor Proficiency: The archer gains proficiency with all simple weapons, shortbow, and longbow. They are also proficent with both composite and mighty versions of the shortbow and longbow. In addition, archers are proficient in the use of arrows as melee weapons, meaning they do not suffer the standard -4 penalty for using an arrow in melee. They are proficent with light and medium armor, but not with shields. Note that armor check penalties for armor heavier that leather apply to the skills. Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Close Combat Shot: At 1st level, an archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Increased Range: At 1st level, the archer may increase his Range Increment with his ranged weapon by the per level bonus and increases at 5th level and every five levels afterward, (1st +10, 5th +20, 10th +30, 15th +40, 20th +50).

Clever Shot: At 2nd level, the archer may angle his shots to inflict the most damage possible. He gains damage bonus equal to his Dexterity modifer with all bows and crossbows only within his point blank increment. This bonus does not stack with bonuses from Strength modifiers from a mighty composite bows, the archer uses precise aim over muscle.

Archery Feat: At 4th level, the archer gets a bonus feat in addition to the normal feats a character gets. The archer gains an additional bonus feat at 8th level and every 4 levels thereafter. These bonus feats must be drawn from the following list. Some of these bonus feats avaiable to an archer cannot be acquired until the archer has gained one or more prerequisite feats.

Some possible new abilites that could work for the class:
Careful Aim: At [level], as a full-round action, the archer may add his Wisdom modifier to his attack roll and damage roll. The archer may only make one single attack during this round at all to gain the benefits. If attacked, the archer must make a Concentration check (DC 10 + damage dealt) or lose the benefits for the round.

Dead Shot: At [level], the archer can cause one ranged attack he makes against a flat-footed opponent to automatically become a critical threat. This must be declared before an attack roll is made. If the attack misses, the ability is wasted. This ability may be used once per day.

Long-distance Accuracy (Ex): At [level] and higher, the archer receives only a –1 penalty for firing into each additional range increment of his primary weapon. Range penalties normally are –2 for every range increment beyond the first. For example, an archer using a heavy crossbow with a range increment of 120 feet suffers a –1 penalty to his attack roll beginning at 120 feet instead of the normal –2 penalty, increasing by –1 for every 120 feet thereafter.

Some possible new feats that could work for the class:
Note: Some (or most) of these feats are from different D&D sources and internet homemade versions

Arrow Cleave [General]
You can follow through with poweful shots.
Prerequisites: Str 13+, Dex 13+, Point Blank Shot
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra ranged attack against another creature directly in the path of the arrow. The creature must be in the same range increment as the original target, and the second attack is at the same bonus as the original attack that dropped the previous creature.

Arrow Stab [General]
When fighting with a string bow, you may make a melee attack against an adjacent opponent with one of your arrows.
Prerequisites: Defensive Shot
Benefits: When fighting with a string bow, you may make an attack against as opponent within a area that you threaten. You gain an additional melee attack equal to your next attack that must be made with the arrow you are notching. The melee attack and the following ranged attack are both made with a -2 penalty.
Special: A fighter may select this feat as one of his fighter bonus feats.

Crack Shot [General]
You are skilled at making well-placed shots at targets behind cover.
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: When you make a ranged attack against an opponent behind cover, the target's cover bonus to Armor Class is halved.
Special: A fighter may select this feat as one of his fighter bonus feats.

Dead Aim [General]
You are capable of lining up deadly shots with ranged weapons.
Prerequisites: Wis 13+, Far Shot
Benefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus and critical range is doubled on your next attack roll. Once you begin aiming, you can't move, even to take a 5-foot step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if your concentration is disrupted or you are attacked before your next attack, you lose the benefit of aiming (Concentration check, DC = 10 + damage dealt).
Special: A fighter may select this feat as one of his fighter bonus feats.

Defensive Shot [General]
When you fire a weapon while adjacent to an opponent, you do not draw an attack of opportunity.
Prerequisites: Dodge, Point Blank Shot.
Benefit: When firing a weapon while in a opponent's threatened area, you do not provoke an attack of opportunity against your enemies.
Special: A fighter may select this feat as one of his fighter bonus feats.

Diving Shot [General]
You are trained in fast, acrobatic, defensive manoeuvres while in ranged combat.
Prerequisites: Point Blank Shot, Shot on the Run, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon in the same round in which you used a move action to move at least 20 feet, you gain a +2 dodge bonus to your Armor Class against ranged attacks.
Special: A fighter may select this feat as one of his fighter bonus feats.

Ducking Shot [General]
You are skilled at dodging while using your ranged weapon.
Prerequisites: Point Blank Shot, Dodge, Dex 13+.
Benefit: You get a +2 dodge bonus to Armor Class against attacks against enemies in melee with you caused while making a ranged attack. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your dodge bonuses.
Special: A fighter may select this feat as one of his fighter bonus feats.

Improved Rapid Shot [General]
You are a expert at firing weapons with exceptional speed
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus +2 or higher
Benefit: When using the Rapid Shot feat, you can ignore the -2 attack penalty on all of your range attacks.
Special: A fighter may select this feat as one of his fighter bonus feats.

Quick [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves.

Ranged Expertise [General]
You are trained to stay light on your feet when fighting at range.
Prerequisite: Wis 13+
Benefit: When you use the attack or full-attack action with a range weapon, you may take a penalty up to -5 to gain the same number as a bonus to your AC (up to +5). this number may not exceed your base attack bonus and lasts until your action next round. This is a dodge bonus.
Special: A fighter may select this feat as one of his fighter bonus feats.

Sharpshooter [General]
You can focus your range strikes to hit vital areas.
Prerequisite: Dex 13+, Int 11+
Benefit: On your action, before making an attack roll at range you may take a penalty up to your base attack and add the same number to all of your damage rolls. This number may not exceed your base attack bonus. These bonuses and penalties last until the end of you action.
Special: A fighter may select this feat as one of his fighter bonus feats.

Suppressive Fire [General]
You may pin down a location and make attacks of opportunity against those crossing, entering, or moving through the line.
Prerequisite: Point Blank Shot, Combat Reflexes
Benefit: As a standard action you may nominate a strait or diagonal line of squares. As long as you do not move, you may expand an attack of opportunity to fire your weapon at anyone crossing, entering, or moving through that nominated line of squares. The number of squares in the line is only limited by the first range increment of the range weapon.
Special: A fighter may select this feat as one of his fighter bonus feats.

Catch and Fire
Using your phenomenal speed, you can catch an opponent's arrows and use them in your own bow.
Prerequisite: Dex 13+, Point Blank Shot, Deflect Arrows
Benefit: You must have your bow (not a crossbow) in one hand and your other hand free (holding nothing) to use this feat. You ready an action and wait for a foe to fire an arrow at you. At that time, you may make a Reflex saving throw with a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you catch the arrow. You must be aware of the attack and not flat-footed. 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. Alternatively, this feat can be used to catch thrown weapons and throw them back in the same manner described above, except that both hands must be free (characters with a Dexterity score over 15 need have only one hand free). Doing so, as above, is a readied action. This feat can be used to catch nonconventional ranged weapons like a bead of force. However, the DC becomes 25. In no way does this feat bestow the capability of catching spell effects, such as Melf's acid arrow.
Special: If used with Eschew Bow, then obviously no bow is needed.

Eschew Bow
With strength and accuracy you can hurl arrows with your bare hands.
Prerequisite: Str 15+, Dex 13+, base attack bonus of +5 or better
Benefit: You can hurl arrows as thrown weapons with a range increment of 30 ft. Damage (including criticals) is handled as if you were using a bow one size larger than your size. So Small characters inflict 1d6 points of damage as if using a shortbow, and Medium-sized creatures inflict 1d8 points of damage as if using a longbow.

Ranged Disarm [General]
You can disarm a foe from a distance.
Prerequisites: Dex 15+, Point Blank Shot, Precise Shot, base attack bonus +5 or higher.
Benefit: You can make a disarm attempt with your ranged weapon as long as your within 30 feet.
Special: A fighter may select Ranged Disarm as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Disarm feat.

Ranged Finesse [General]
You know how to aim your ranged attacks to hit your enemies where they are weakest.
Prerequisites: BaseAttack Bonus +5 or higher, Dex 15+, Precise Shot, Point Blank Shot.
Benefit: You are able to make finesse attacks with ranged weapons per the rules on page 164 of the Conan RPG. You cannot however make ranged finesse attacks at a distance greater than 30 feet.
Normal: Ranged finesse attacks are not allowed.
Special: A fighter may select this feat as one of his bonus feats.

Ranged Pin [General]
You can perform a ranged grapple attempt against an opponent not adjacent to you.
Prerequisites: Dex 15+, Point Blank Shot, Precise Shot, base attack bonus +5 or higher.
Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of his clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target's size modifiers still apply) . To break free, the victim must make a DV 15 Strength check or Escape Artist check as a standard action.
Special: A fighter may select Ranged Pin as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat.

Ranged Sunder [General]
You can attack an opponent's weapon from a distance.
Prerequisites: Dex 15+, Point Blank Shot, Precise Shot, base attack bonus +5 or higher.
Benefit: When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing ranged weapons, such as arrows, but you only deal half damage; divide the damage by 2 before applying the object's hardness (See the sunder special attack in the Player's Handbook's Combat chapter, as well as the hardness of common substances and items.) You must be within 30 feet of your opponent to make a ranged sunder attempt.
Normal: Objects take half damage from ranged weapons (other then siege weapons and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon.
Special: A fighter may select Ranged Sunder as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Sunder feat.

Sniper Shot [General]
You can target your opponents unprotected areas at range.
Prerequisites: Base Attack Bonus +3 or higher, Wis 13+, Precise Shot.
Benefit: As a full round action you may add your wisdom bonus to the AP value of your ranged weapon attacks.
Special: A fighter may select this feat as one of his bonus feats.

D&D Archery Feats Sources:
Conan the Rpg d20
Swashbuckler Adventures d20
Complete Warrior
Class-Based Accessories Series (Sword & Fist, etc.)
Homemade versions on the internet

Comments &/or ideas? I'll give a possible version of a duelist I might use too later.
 

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Theocrat said:
I'd recommend the PDF Three Arrows for the King. My wife loves to play archers. In our campaign that just ended, it started out in 3.0 and I picked up the PDF as well as the print on demand version for her. She played the PC, converted to 3.5 when it came out, up to level 10 as she wanted to become an Arcane Archer. The character was so good that she was getting 4 or 5 attacks per round. She'd kill the bad guys before the fighters could even get into melee combat with them.
I have experience with this class as well, through our DM's wife playing one. For the very reasons you speak of, the class (from this book) is banned in any future games because it is certainly not balanced at all. So, if you are a DM, look elsewhere, but if for players the class is premo.
 

Dark Jezter said:
Complete Warrior has a Swashbuckler core class. You may want to look into it.

IMHO, WotC's Swashbuckler is not worth looking at.

The Unfettered from MC's Arcana Evolved is worth a long, hard look. It' an excellent class which doesn't step on the toes of other classes, and is worth taking all the way through.

For my campaign, I've done a 10-level Duelist PrC that can be entered early -- it's not a base class, but it'll take you up to level 13 nicely. (You could enter as a straight Rogue or as a Ftr/Rogue, or even as a Bard, Barbarian/Rogue or Bard/arian.

Combined with the fact that I've made Precise Strike into a feat, the Duelist can be emulated piece-wise as the player would like. Here's the feat:

Precise Strike [General, Fighter]
You can wound a foe with an expert strike.
Prerequisites: BAB 6+, Weapon Finesse, Weapon Focus in a Finessable weapon
Benefit: When you inflict a critical hit on a foe using a finesse weapon in which you have Weapon Focus, you inflict an extra +1d6 damage.
Special: You may take this Feat up to 3 times, and its effects stack.

Cheers, -- N
 

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