[Bo9S] Archery schools

Well, one of the things about the damage-multiplier mechanic is that it doesn't synergise well with most of the usual methods for increasing damage output. Eg sneak attack, bane damage, holy damage, energy damage etc work well for a machine-gun archer, but not so much if you fire just one shot. Now energy damage isn't usually that great because of resistances, but bane is one of the great (cheap) ways to boost damage, right after holy. You can usually count on any twink archer worth the name to have a few extra dice of damage.

The target I was aiming for was ~175 damage for a 9th level strike, ~130 for 8th level, 100 for 7th, 80 for 6th. This is based on my experiences with the swordsage in AOW and what I would consider achievable by a twinked machine-gun archer. While the swordsage was melee rather than ranged, I'm also discounting stuff like greater insightful strike and diamond nightmare blade (ouch).
 
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I wonder -- has anyone done a comparison against a swordsage's damage and a traditional warrior of some kind? I'm curious how they stack up.
 

I was playing a swordsage alongside a fighter/barb in AOW. The barb was optimised for fighting Kyuss spawn, so damage figures might be a bit off -- but in general, he could out-damage me by a big margin if he got off a full attack. Most of our tactics centered around maneuvering him into position so he could get a big attack off, and then keeping him alive.

6 attacks with haste and Slashing Flurry from PHB2, +4 holy silver undeadbane Kyussbane greatsword, Weapon Spec, Melee Weapon Mastery, Str somewhere >30 normally and >35 when raging. About 250 damage on 6 hits against most things, and 350 against Kyuss creatures. If only 4 hit, then take it down to 160 and 240. More if he Power Attacks.
 
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As it turns out, this may be a moot issue for me -- the leader of the cohort in question would rather not change him radically. But I can always use the one I statted up as a bad guy...
 

Okay, I've made some changes to the maneuvers... in particular, reduced the 9th level Diamond Arrow strike to +30 damage, but given it a 1-rd stunning effect (save negates). Decided to leave favored enemy alone, because I don't want two versions of the class feature floating around.

Also changed rhythm of air and manticore attack (2nd and 5th level Celestial Rain strikes) so they're -2 to attacks.

Draft new archer class to complement the converted alt.ranger follows.
 
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Archer Adept

I need a better name, but it'll do for now. Think of a combination of a Zen archer and machine-gun guy, with a slightly mystical bent a la the swordsage.


Hit Die: d8.
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Hide, Intimidate, Jump, Knowledge (local), Knowledge (nature), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble.
Skill Points/Level: 4 + Int modifier (x4 at 1st level).

BAB: as cleric (level x3/4)
Good saves: Ref, Will
Maneuvers known/readied/stances: as swordsage (stances possibly tweaked to avoid known issues)


Class abilities

1st: Ranged weaponskill +1, Point Blank Shot, ranged aptitude, intuitive archery
2nd: -
3rd: -
4th Bonus feat
5th: Ranged weaponskill +3
6th: Agile barrage
7th: -
8th: Evasion
9th: Ranged weaponskill +5
10th: Bonus feat
11th: -
12th: Skill aptitude
13th: Ranged weaponskill +7
14th: Improved agile barrage
15th: -
16th: Bonus feat
17th: Ranged weaponskill +9
18th: Improved evasion
19th: -
20th: Ranged weaponskill +10, supreme agile barrage



Weapon and armour proficiency: The archer adept is proficient with all simple weapons, all light martial weapons, and all simple and martial ranged weapons. He is proficient with light armour and shields.

Ranged Weaponskill: At 1st level, the archer adept gains a +1 bonus to ranged attack rolls. This increases to +3 at 5th level, +5 at 9th level, +7 at 13th level, +9 at 17th level and +10 at 20th level. This bonus does not grant her extra iterative attacks, which are still calculated using her base attack bonus.

Ranged Aptitude: The archer adept can add her ranged weaponskill bonus to her base attack bonus for the purpose of meeting prerequisites for feats, prestige classes and other effects. She must still meet the other prerequisites, if any.

The archer adept can use ranged aptitude to qualify for any feat, prestige class or effect that is primarily to do with ranged weapon mastery. At a minimum, this includes any feat with the word "shot" in its name, and Weapon Focus and Improved Critical with a ranged weapon. Other feats, prestige classes and effects can be added at the DM's discretion.

For example, an archer adept could take Improved Precise Shot at 9th level, because her base attack bonus (+6) plus her ranged weaponskill (+5) meets the BAB +11 prerequisite for the feat. She could not do the same to qualify for the dwarven defender prestige class, because this is not primarily a ranged weapon prestige class.

Intuitive Archery: The archer adept gains a bonus to AC and ranged damage rolls equal to the lower of her levels in his class and her Wisdom bonus, if any. She gains the AC bonus only when wearing light or no armour, not using a shield, and carrying no more than a light load. For example, a 2nd level archer adept with 16 Wisdom (+3 bonus) would gain a +2 bonus to AC and ranged damage. At 3rd level and higher, her bonus would become +3.

Stances and Maneuvers: The archer adept can choose stances and maneuvers from the Celestial Rain and Diamond Arrow disciplines. She gains the listed stances and maneuvers known, and maneuvers readied per encounter. She can refresh her maneuvers by taking a full-round action.

Bonus Feats: The archer adept gains Point Blank Shot as a bonus feat at 1st level, if she does not have it already. She gains an additional bonus feat at 4th, 10th and 16th levels. She must meet the usual prerequisites for these feats, allowing for her ranged aptitude. She can choose her bonus feats from the following: Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Manyshot, Mounted Archery, Improved Precise Shot, Far Shot, Iron Will, Great Fortitude, Lightning Reflexes.

Agile Barrage: At 6th level, the archer adept gains the ability to make a Diamond Arrow or Celestial Rain strike as a standard action instead of a full-round action. If she does this, she takes a -4 penalty to all her attacks until the start of her next turn. (This ability does not affect those strikes that can already be made as standard actions.)

At 14th level, if the archer adept makes a Diamond Arow or Celestial Rain strike as a standard action, she only takes a -2 instead of a -4 penalty to attacks. Furthermore, she can make a full attack as a standard action instead of a full-round action. If she does this, she takes a -4 penalty to all her attacks until the start of her next turn.

At 20th level, the archer adept can make a Diamond Arrow or Celestial Rain strike as a standard action without taking a penalty to attacks. If she makes a full attack as a standard action, she only takes a -2 instead of a -4 penalty to attacks.

Evasion: At 8th level, the archer adept gains evasion. At 18th level, this becomes improved evasion.
 
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Notes:

The ranged weaponskill thing is to allow different skill levels with melee and ranged weapons. IIRC Ambient's Three Arrows for the King had the idea first, way back in 2003, and the IH archer does a similar thing. The class ends up with +15 attack with melee, and +25 attack with ranged (but still only 3 iterative attacks, not 4). There are some problems with this mechanic, eg lower BAB means slower qualification for things like feats and PrCs, which I try to address.

The lower number of iterative attacks is more than canceled out by the big attack bonus. The idea is that you may shoot fewer arrows, but they will hit.

The agile barrage is because a player of mine with a huntmaster moved and attacked, meaning he couldn't use a strike (normally a FRA, remember), so I said I'd make a class that could move and strike so I could laugh.
 

Just a couple of ideas for more stances & manoeuvres.

The dervishes ability to move 5' after each attack could easily be a celestial rain stance if restricted to ranged attacks. This'd be low level, possibly level 1? Also for celestial rain, I have this image of hunting out someone invisible with lots of arrows - perhaps a boost/counter which you could use after hitting someone concealed to allow subsequent attacks in that attack sequence to ignore the miss chance. I'm not sure what level would be right for this.

In LotR, Legolas sees the riders of Rohan a long way away & makes out details when Gimli only sees a blur on the horizon. He seems to have to concentrate to do so. This suggests to me an idea for a Diamond Arrow manoeuvre which could reduce range penalties to the spot skill. As a level 1 boost I'd have it halve range penalties.

Thoughts?
 

Ooh! New idea for Celestial Rain prestige class. Thanks, avr, if that IS your real acronym!

(I already have planned 2 Diamond Arrow PrCs, which are conversions of previous sniper/Zen archer-type PrCs I made.)
 

That archer adept class is now on my D&D page, with a less archery-specific name:

Marksman adept

Biggest change is the fixed attack bonus is now Wis-based, like damage; attack and damage bonus is limited to 1/2 class level. Tweaked some of the other benefits as well.

I'm still not entirely happy with it, but it'll do for now.
 

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