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Veiled Archer, minor revision #2
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<blockquote data-quote="Crothian" data-source="post: 48988" data-attributes="member: 232"><p>Hit Dice: d8 </p><p>Requirements: To qualify as a Veiled Archer, a character must fulfill all of the following criteria. </p><p>Skills: </p><p>Craft: Bowmaking +8 </p><p>Hide +6 </p><p>Move Silently +6 </p><p></p><p>>>>>Instead of using +x, you should say x ranks. I’d add in a BAB +5. </p><p></p><p>Feats: </p><p>Weapon Focus: Longbow </p><p>Precise Shot </p><p>Endurance </p><p>Run - Wasn't really sure about this one, but added it anyways. </p><p></p><p>>>>>Just the longbow, or composite longbows? I’d add in pointblank shot because of the Steady Hand ability.</p><p></p><p>Special: </p><p>Must possess a bow for which they spent a month training with it, after which they give a name to their bow. </p><p></p><p>>>>>This is really cool. It’s a good touch.</p><p></p><p>Class Skills: </p><p>The Veiled Archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). </p><p>Skill Points at Each Level: 2 + Int modifier. </p><p></p><p>>>>>Why Diplomacy? That’s the only skill that seems out of place.</p><p></p><p>Restrictions: </p><p>When becoming a Veiled Archer, the character spends a month of training in which they become familiar with it’s use, often creating a bond with the weapon. Once a Veiled Archer has became bonded to his weapon, certain restrictions apply to the character. </p><p>The Veiled Archer is so familiar with their bow that they can tell if their bow has been violated by another character’s use. For each person, other then the Veiled Archer who uses the bow, the Veiled Archer must spend at least an hour in practice with the bow, removing the taint of another’s touch or loose the benefits of this class until they have spent the hour. </p><p>Furthermore, if the Veiled Archer ever acquires a new bow, they must spend at least an hour a day for a week with the bow before they are able to gain the benefits from this class. If the character should use another bow during the week, the Veiled Archer has to start the week over again. </p><p></p><p>>>>>Again, good touch. Are there any restrictions on making the bow magical? Do they have to be present every day and help who ever is enchanting their bow for instance?</p><p></p><p>Deadly Arrow: </p><p>The Veiled Archer has become so adapt at strike vital areas with her bow that any time the Veiled Archer's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Veiled Archer's attack deals +1d6 points of damage. This extra damage increases by +1d6 points at level 5 and again at level 8 but can only be applied to attacks made with a bow. Should the Veiled Archer score a critical hit with a deadly arrow, this extra damage is not multiplied. </p><p>It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 60 feet away or less. </p><p>A Veiled Archer can only use deadly arrows on living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to deadly arrows. Also, the Veiled Archer must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Veiled Archer cannot use deadly arrow while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. </p><p>If an Veiled Archer gets a similar bonus from another source (such as rogue’s sneak attack), the bonuses to damage stack. </p><p></p><p>>>>>You just might want to say Sneak Attack: Bow. Using it from 60feet away is very powerful. </p><p></p><p>Steady Hand: </p><p>When using a bow the Veiled Archer’s point blank shot range increases to 60 feet. </p><p></p><p>>>>>I like this. Just like to reiterate the Point Blank Shot requirement because of this.</p><p></p><p>Liliandel’s Flurry: </p><p>Twice per day per level, the Veiled Archer can shoot an arrow from a bow and have two other arrows appear alongside it in mid-flight. This ability allows the attacker to make three separate attack rolls on the target of the original arrow. After inflicting their damage, all three arrows disappear, consumed by the spell. The two additional arrows created by this ability are treated as +1 magic items for determining damage reduction. However, the arrows themselves confer no magical bonus to the Veiled Archer’s attack or damage rolls. This ability can only be performed when using the full attack option. The character can still use the Rapid Shot feat, though only the first arrow fired is thus enchanted. </p><p></p><p>>>>>While a good spell (from R&R I believe), I’m not sure it really fits. This is rather mystical in nature, and nothing else in the class seems to be.</p><p></p><p>Ducking Shot: </p><p>The Veiled Archer gets a +4 dodge bonus to their AC against attacks of opportunity caused while making a ranged attack in an area threatened by your enemies. If the Veiled Archer should lose their Dex bonus, they also lose this dodge bonuses. </p><p></p><p>>>>>This is good. I’m happy you didn’t just say, no longer provokes AoO.</p><p></p><p>Opportunist Strike: </p><p>Whenever an ally makes an attack of opportunity against a foe, the Veiled Archer can opt to make an attack against that same foe. This ability counts towards the limited number of attacks of opportunities a character can make per round. </p><p></p><p>>>>>>You might want to limit this to 60ft range, otherwise they can get AoO from hundreds of feet away.</p><p></p><p>Expert Aim: </p><p>If you take the Full Attack action when using the named bow, you may choose to make a single attack with a range of 60 ft. or less using your Expert Aim. While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage. This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead). </p><p></p><p>>>>>Is this usable with Deadly Arrow or Liliandel’s Furry?</p><p></p><p>Penetrating Shot: </p><p>A total of 1 + WIS modifier per day, any threat roll that the Veiled Archer makes and is also is a successful attack will results in a Critical Hit. This feat only applies to attacks made with the Veiled Archer's bonded weapon (see Restirction) and with ranges up to 60 feet.</p><p></p><p>>>>>This cool. Seems balanced. </p><p></p><p>>>>>I’m really surprised I didn’t see shot on the Run or anything like it here. The description seemed to scream Shot on the Run. I’d be tempted giving it to this class at a very early level without the normal requirement for that feat.</p></blockquote><p></p>
[QUOTE="Crothian, post: 48988, member: 232"] Hit Dice: d8 Requirements: To qualify as a Veiled Archer, a character must fulfill all of the following criteria. Skills: Craft: Bowmaking +8 Hide +6 Move Silently +6 >>>>Instead of using +x, you should say x ranks. I’d add in a BAB +5. Feats: Weapon Focus: Longbow Precise Shot Endurance Run - Wasn't really sure about this one, but added it anyways. >>>>Just the longbow, or composite longbows? I’d add in pointblank shot because of the Steady Hand ability. Special: Must possess a bow for which they spent a month training with it, after which they give a name to their bow. >>>>This is really cool. It’s a good touch. Class Skills: The Veiled Archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). Skill Points at Each Level: 2 + Int modifier. >>>>Why Diplomacy? That’s the only skill that seems out of place. Restrictions: When becoming a Veiled Archer, the character spends a month of training in which they become familiar with it’s use, often creating a bond with the weapon. Once a Veiled Archer has became bonded to his weapon, certain restrictions apply to the character. The Veiled Archer is so familiar with their bow that they can tell if their bow has been violated by another character’s use. For each person, other then the Veiled Archer who uses the bow, the Veiled Archer must spend at least an hour in practice with the bow, removing the taint of another’s touch or loose the benefits of this class until they have spent the hour. Furthermore, if the Veiled Archer ever acquires a new bow, they must spend at least an hour a day for a week with the bow before they are able to gain the benefits from this class. If the character should use another bow during the week, the Veiled Archer has to start the week over again. >>>>Again, good touch. Are there any restrictions on making the bow magical? Do they have to be present every day and help who ever is enchanting their bow for instance? Deadly Arrow: The Veiled Archer has become so adapt at strike vital areas with her bow that any time the Veiled Archer's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Veiled Archer's attack deals +1d6 points of damage. This extra damage increases by +1d6 points at level 5 and again at level 8 but can only be applied to attacks made with a bow. Should the Veiled Archer score a critical hit with a deadly arrow, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 60 feet away or less. A Veiled Archer can only use deadly arrows on living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to deadly arrows. Also, the Veiled Archer must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Veiled Archer cannot use deadly arrow while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If an Veiled Archer gets a similar bonus from another source (such as rogue’s sneak attack), the bonuses to damage stack. >>>>You just might want to say Sneak Attack: Bow. Using it from 60feet away is very powerful. Steady Hand: When using a bow the Veiled Archer’s point blank shot range increases to 60 feet. >>>>I like this. Just like to reiterate the Point Blank Shot requirement because of this. Liliandel’s Flurry: Twice per day per level, the Veiled Archer can shoot an arrow from a bow and have two other arrows appear alongside it in mid-flight. This ability allows the attacker to make three separate attack rolls on the target of the original arrow. After inflicting their damage, all three arrows disappear, consumed by the spell. The two additional arrows created by this ability are treated as +1 magic items for determining damage reduction. However, the arrows themselves confer no magical bonus to the Veiled Archer’s attack or damage rolls. This ability can only be performed when using the full attack option. The character can still use the Rapid Shot feat, though only the first arrow fired is thus enchanted. >>>>While a good spell (from R&R I believe), I’m not sure it really fits. This is rather mystical in nature, and nothing else in the class seems to be. Ducking Shot: The Veiled Archer gets a +4 dodge bonus to their AC against attacks of opportunity caused while making a ranged attack in an area threatened by your enemies. If the Veiled Archer should lose their Dex bonus, they also lose this dodge bonuses. >>>>This is good. I’m happy you didn’t just say, no longer provokes AoO. Opportunist Strike: Whenever an ally makes an attack of opportunity against a foe, the Veiled Archer can opt to make an attack against that same foe. This ability counts towards the limited number of attacks of opportunities a character can make per round. >>>>>You might want to limit this to 60ft range, otherwise they can get AoO from hundreds of feet away. Expert Aim: If you take the Full Attack action when using the named bow, you may choose to make a single attack with a range of 60 ft. or less using your Expert Aim. While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage. This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead). >>>>Is this usable with Deadly Arrow or Liliandel’s Furry? Penetrating Shot: A total of 1 + WIS modifier per day, any threat roll that the Veiled Archer makes and is also is a successful attack will results in a Critical Hit. This feat only applies to attacks made with the Veiled Archer's bonded weapon (see Restirction) and with ranges up to 60 feet. >>>>This cool. Seems balanced. >>>>I’m really surprised I didn’t see shot on the Run or anything like it here. The description seemed to scream Shot on the Run. I’d be tempted giving it to this class at a very early level without the normal requirement for that feat. [/QUOTE]
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