Empirate
First Post
Hi guys,
I'd be interested in your opinion on a prestige class I threw together. Tired of the "casters are better" thing, and of the fact that Tome of Battle does nothing (OK, very little) for ranged attackers, I thought about an archer who could hold his/her own on a battlefield - not through damage, but through directly affecting the action economy. Furthermore, I wanted to make something that can actually use feinting to great effect.
Check it out:
Battlefield Archer
Battlefield Archers are elite squad leaders or commandos who can virtually ensure their team’s success in any given combat situation. Highly trained to be superbly aware of their surroundings, they can react in the blink of an eye to foil the opposition’s best-laid plans and most powerful moves. Moreover, their precise missiles can batter an opponent’s defenses down until he must admit defeat. With a well-placed arrow or shuriken, this menace can usually defeat most opponents one-on-one, and can make his mates that much more effective. Despite the name, Battlefield Archers can just as easily rely on other forms of attacking from afar, be it throwing axes, javelins, or bolts from a repeating crossbow.
Most Battlefield Archers are Rogues, Ninjas, or Assassins. Many also have some levels in the Fighter class due to the large number of feats necessary to qualify.
Despite Dexterity obviously being very important to ranged attackers, high Intelligence is probably even more crucial to Battlefield Archers, since all their most important class feature rely on it.
Prerequisites:
Skills: Bluff 8 ranks, Spot 8 ranks, Spellcraft 3 ranks
Feats: Combat Expertise, Improved Feint, Point Blank Shot, Precise Shot
Special: Sneak Attack or Sudden Strike +2d6
HD: d8
Class skills:
Balance, Bluff, Climb, Craft, Hide, Jump, Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, Tumble
Battlefield Archers receive 4 + (Int bonus) skill points/level
[TABLE="width: 617"] [TR] [TD="colspan: 5"]Battlefield Archer class features[/TD] [/TR] [TR] [TD]BAB[/TD] [TD]Fort[/TD] [TD]Ref[/TD] [TD]Will[/TD] [TD]Special[/TD] [/TR] [TR] [TD]+1[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]+0[/TD] [TD]Ranged Feint (30 ft.), Superior Feint (1 round), Arresting Shot (charge)[/TD] [/TR] [TR] [TD]+2[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+0[/TD] [TD]Hampering Shot (rolls), Bonus damage +1d6[/TD] [/TR] [TR] [TD]+3[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]Arresting Shot (all movement)[/TD] [/TR] [TR] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]Hampering Shot (abilities)[/TD] [/TR] [TR] [TD]+5[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]Superior Feint (multiple targets), Bonus damage +2d6[/TD] [/TR] [TR] [TD]+6[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]Ranged Feint (60 ft.), Arresting Shot (spells)[/TD] [/TR] [TR] [TD]+7[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]Hampering Shot (slow)[/TD] [/TR] [TR] [TD]+8[/TD] [TD]+2[/TD] [TD]+6[/TD] [TD]+2[/TD] [TD]Arresting Shot (supernatural), Bonus damage +3d6[/TD] [/TR] [TR] [TD]+9[/TD] [TD]+3[/TD] [TD]+6[/TD] [TD]+3[/TD] [TD]Hampering Shot (daze)[/TD] [/TR] [TR] [TD]+10[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]Master of the Battlefield[/TD] [/TR] [/TABLE]
Class Features:
Ranged Feint (Ex):
At 1st level, you can feint against a target within 30 ft. At 5th level, you can feint against targets within 60 ft.
Superior Feint (Ex):
At 1st level, the target of your successful feint loses their Dex bonus to AC against all of your attacks for 1 round.
From 5th level onwards, you can simultaneously feint against a number of targets equal to your Int mod (roll one Bluff check, compare to each target’s Sense Motive check individually).
Arresting Shot (Ex) or (Su):
From 1st level onwards, as an immediate action, you can make an arresting shot against a target undertaking certain actions. Make an attack with a ranged weapon you are wielding. You take a -2 penalty to this attack and to all ranged attacks you make for 1 round. If you hit, you deal normal damage, and the target must make a save (DC = 10 + Int mod + class level) or immediately stop whatever activity provoked your arresting shot and lose the rest of that action (remaining actions in the turn can still be taken). The target must be within range of your Ranged Feint ability for you to make an Arresting Shot, and must be denied its Dex bonus to AC against this attack.
At 1st level, you can use this ability against any opponent that takes a charge or partial charge action. You can make this arresting shot at any point during the target’s movement. Fort negates.
At 3rd level, you can make an arresting shot against any opponent that moves more than 5’ during their turn. You can make this arresting shot at any point during the target’s movement. Fort negates.
At 6th level, you can make an arresting shot against any opponent that tries to cast a spell or use a spell-like ability. On top of the normal Concentration check forced by taking damage during spellcasting, the target must make a Will save or lose the action as well as the ability to cast spells or use spell-like abilities for 1 round. This is a supernatural ability.
At 8th level, you can make an arresting shot against any opponent that tries to use a supernatural ability. If the target fails the Will save, they not only lose their action, but also cannot use that supernatural ability for 1d4 rounds. This is a supernatural ability.
Hampering Shot (Ex) or (Su):
From 2nd level onwards, as a standard action, you can make a hampering shot against a target. Make an attack with a ranged weapon you are wielding. You take a -2 penalty to this attack and to all ranged attacks you make for 1 round. If you hit, you deal normal damage, and the target takes one of various penalties (chosen by you from the options available to you). In some cases, a successful save (DC = 10 + Int mod + class level) mitigates these penalties. The target must be within range of your Ranged Feint ability for you to make an Arresting Shot, and must be denied its Dex bonus to AC against this attack.
At 2nd level, you may impose a -2 penalty to the target’s attack rolls and saving throws for 1 round (no save).
At 4th level, you may choose either Dexterity or Strength. The target takes a penalty to the chosen ability score sufficient to reduce it to half its normal value (round down). This penalty lasts for 1d4 rounds; a successful Fort save reduces that to 1 round.
At 7th level, you may choose for the target to be slowed for 1d4 rounds; a successful Fort save reduces that to 1 round.
At 9th level, you may choose for the target to be dazed for 1d4 rounds; a successful Fort save reduces that to 1 round.
Bonus damage:
At 2nd, 5th and 8th level, increase the bonus damage you inflict with your Sneak Attack or Sudden Strike ability. If you have more than one of these abilities, and they apply at the same time, only add this bonus damage once.
Master of the Battlefield (Su):
At 10th level, your actions and reactions on the battlefield become supernaturally quick.
When you successfully make an Arresting Shot, you can forgo any sneak attack or sudden strike damage you would have dealt to the target, and your next swift action is not considered used up. You can still only make one Arresting Shot against any given target once per round, and you can only forgo your extra damage in this manner if the target is vulnerable to extra damage from sneak attack or sudden strike.
When you successfully make a Hampering Shot, you can spend a swift action to regain the standard action you just spent.
I'd be interested in your opinion on a prestige class I threw together. Tired of the "casters are better" thing, and of the fact that Tome of Battle does nothing (OK, very little) for ranged attackers, I thought about an archer who could hold his/her own on a battlefield - not through damage, but through directly affecting the action economy. Furthermore, I wanted to make something that can actually use feinting to great effect.
Check it out:
Battlefield Archer
Battlefield Archers are elite squad leaders or commandos who can virtually ensure their team’s success in any given combat situation. Highly trained to be superbly aware of their surroundings, they can react in the blink of an eye to foil the opposition’s best-laid plans and most powerful moves. Moreover, their precise missiles can batter an opponent’s defenses down until he must admit defeat. With a well-placed arrow or shuriken, this menace can usually defeat most opponents one-on-one, and can make his mates that much more effective. Despite the name, Battlefield Archers can just as easily rely on other forms of attacking from afar, be it throwing axes, javelins, or bolts from a repeating crossbow.
Most Battlefield Archers are Rogues, Ninjas, or Assassins. Many also have some levels in the Fighter class due to the large number of feats necessary to qualify.
Despite Dexterity obviously being very important to ranged attackers, high Intelligence is probably even more crucial to Battlefield Archers, since all their most important class feature rely on it.
Prerequisites:
Skills: Bluff 8 ranks, Spot 8 ranks, Spellcraft 3 ranks
Feats: Combat Expertise, Improved Feint, Point Blank Shot, Precise Shot
Special: Sneak Attack or Sudden Strike +2d6
HD: d8
Class skills:
Balance, Bluff, Climb, Craft, Hide, Jump, Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, Tumble
Battlefield Archers receive 4 + (Int bonus) skill points/level
[TABLE="width: 617"] [TR] [TD="colspan: 5"]Battlefield Archer class features[/TD] [/TR] [TR] [TD]BAB[/TD] [TD]Fort[/TD] [TD]Ref[/TD] [TD]Will[/TD] [TD]Special[/TD] [/TR] [TR] [TD]+1[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]+0[/TD] [TD]Ranged Feint (30 ft.), Superior Feint (1 round), Arresting Shot (charge)[/TD] [/TR] [TR] [TD]+2[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+0[/TD] [TD]Hampering Shot (rolls), Bonus damage +1d6[/TD] [/TR] [TR] [TD]+3[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]Arresting Shot (all movement)[/TD] [/TR] [TR] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]Hampering Shot (abilities)[/TD] [/TR] [TR] [TD]+5[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]Superior Feint (multiple targets), Bonus damage +2d6[/TD] [/TR] [TR] [TD]+6[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]Ranged Feint (60 ft.), Arresting Shot (spells)[/TD] [/TR] [TR] [TD]+7[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]Hampering Shot (slow)[/TD] [/TR] [TR] [TD]+8[/TD] [TD]+2[/TD] [TD]+6[/TD] [TD]+2[/TD] [TD]Arresting Shot (supernatural), Bonus damage +3d6[/TD] [/TR] [TR] [TD]+9[/TD] [TD]+3[/TD] [TD]+6[/TD] [TD]+3[/TD] [TD]Hampering Shot (daze)[/TD] [/TR] [TR] [TD]+10[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]Master of the Battlefield[/TD] [/TR] [/TABLE]
Class Features:
Ranged Feint (Ex):
At 1st level, you can feint against a target within 30 ft. At 5th level, you can feint against targets within 60 ft.
Superior Feint (Ex):
At 1st level, the target of your successful feint loses their Dex bonus to AC against all of your attacks for 1 round.
From 5th level onwards, you can simultaneously feint against a number of targets equal to your Int mod (roll one Bluff check, compare to each target’s Sense Motive check individually).
Arresting Shot (Ex) or (Su):
From 1st level onwards, as an immediate action, you can make an arresting shot against a target undertaking certain actions. Make an attack with a ranged weapon you are wielding. You take a -2 penalty to this attack and to all ranged attacks you make for 1 round. If you hit, you deal normal damage, and the target must make a save (DC = 10 + Int mod + class level) or immediately stop whatever activity provoked your arresting shot and lose the rest of that action (remaining actions in the turn can still be taken). The target must be within range of your Ranged Feint ability for you to make an Arresting Shot, and must be denied its Dex bonus to AC against this attack.
At 1st level, you can use this ability against any opponent that takes a charge or partial charge action. You can make this arresting shot at any point during the target’s movement. Fort negates.
At 3rd level, you can make an arresting shot against any opponent that moves more than 5’ during their turn. You can make this arresting shot at any point during the target’s movement. Fort negates.
At 6th level, you can make an arresting shot against any opponent that tries to cast a spell or use a spell-like ability. On top of the normal Concentration check forced by taking damage during spellcasting, the target must make a Will save or lose the action as well as the ability to cast spells or use spell-like abilities for 1 round. This is a supernatural ability.
At 8th level, you can make an arresting shot against any opponent that tries to use a supernatural ability. If the target fails the Will save, they not only lose their action, but also cannot use that supernatural ability for 1d4 rounds. This is a supernatural ability.
Hampering Shot (Ex) or (Su):
From 2nd level onwards, as a standard action, you can make a hampering shot against a target. Make an attack with a ranged weapon you are wielding. You take a -2 penalty to this attack and to all ranged attacks you make for 1 round. If you hit, you deal normal damage, and the target takes one of various penalties (chosen by you from the options available to you). In some cases, a successful save (DC = 10 + Int mod + class level) mitigates these penalties. The target must be within range of your Ranged Feint ability for you to make an Arresting Shot, and must be denied its Dex bonus to AC against this attack.
At 2nd level, you may impose a -2 penalty to the target’s attack rolls and saving throws for 1 round (no save).
At 4th level, you may choose either Dexterity or Strength. The target takes a penalty to the chosen ability score sufficient to reduce it to half its normal value (round down). This penalty lasts for 1d4 rounds; a successful Fort save reduces that to 1 round.
At 7th level, you may choose for the target to be slowed for 1d4 rounds; a successful Fort save reduces that to 1 round.
At 9th level, you may choose for the target to be dazed for 1d4 rounds; a successful Fort save reduces that to 1 round.
Bonus damage:
At 2nd, 5th and 8th level, increase the bonus damage you inflict with your Sneak Attack or Sudden Strike ability. If you have more than one of these abilities, and they apply at the same time, only add this bonus damage once.
Master of the Battlefield (Su):
At 10th level, your actions and reactions on the battlefield become supernaturally quick.
When you successfully make an Arresting Shot, you can forgo any sneak attack or sudden strike damage you would have dealt to the target, and your next swift action is not considered used up. You can still only make one Arresting Shot against any given target once per round, and you can only forgo your extra damage in this manner if the target is vulnerable to extra damage from sneak attack or sudden strike.
When you successfully make a Hampering Shot, you can spend a swift action to regain the standard action you just spent.