Difference between revisions of "User:Wizardoest/Classes/Archer"
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'''Archer Feats''': An archer may choose a feat from the following list. He must meet the normal requirements for these feats as normal. | '''Archer Feats''': An archer may choose a feat from the following list. He must meet the normal requirements for these feats as normal. | ||
'''Archer's Edge''': An archer adds his | '''Archer's Edge''' (Ex): An archer adds his Wisdom modifier to ranged weapon damage rolls. | ||
'''Archery Specialist''': An archer's class levels count as fighter levels for qualification to the Weapon Specialization feats, but only for ranged weapons. | '''Archery Specialist''': An archer's class levels count as fighter levels for qualification to the Weapon Specialization feats, but only for ranged projectile weapons. | ||
'''Archer Ability''': | '''Archer Ability''': Instead of gaining an archer feat, an archer may acquire special abilities as he increases in level. These are selected from the following list. Unless otherwise noted, each ability may be taken only once. You may select an ability from a lower level list at a higher level. | ||
'''Archer Ability I''': | :*'''Archer Ability I''': | ||
**'''Farsight''': -1 for every 20' to Spot checks | :**'''Farsight''': -1 for every 20' to Spot checks and the first range increment is increased by plus 50%. | ||
:**'''Dash''': +10ft. movement when moving in a straight, unobstructed line | |||
:**'''Mark Prey''': As a standard action you may make a ranged attack at an opponent. If you hit, the opponent bleeds slightly granting a +4 bonus to track that opponent. | |||
:**'''Sniper''': If you miss while sniping (firing while hiding), you gain a +5 circumstance bonus to remain hidden. | |||
'''Archer Ability II''': | :*'''Archer Ability II''': | ||
**'''Fire While Threatened''': May attack adjacent opponents with any ranged projectile weapons. | :**'''Fire While Threatened''': May attack adjacent opponents with any ranged projectile weapons. | ||
**'''Improved Shot on the Run''': Archer may move 1/2 move and full attack at any point in the move. | :**'''Improved Shot on the Run''': Archer may move 1/2 move and full attack at any point in the move. | ||
**'''Bowman's Slide''': When an archer is dealt damage by a melee weapon, the archer may immediate 5' adjust. | :**'''Bowman's Slide''': When an archer is dealt damage by a melee weapon, the archer may immediate 5' adjust. | ||
:**'''Aim''': As a swift action the archer may aim his first shot with greater accuracy. The archer adds his Wisdom modifier to the attack roll of the next shot. | |||
'''Archer Ability III''': | :*'''Archer Ability III''': | ||
**''Arrow of Opportunity''': If an opponent moves within 30' of you, as an immediate action you may take a single attack on that opponent. | :**'''Arrow of Opportunity''': If an opponent moves within 30' of you, as an immediate action you may take a single attack on that opponent. | ||
:**'''Sacrifice''': If the archer's bow is attacked and destroyed by a sunder attempt, the archer automatically entangles the weapon and disarms it. The weapon lands at the archer's feet. | |||
:**'''Improved Readied Shot''': If an archer readies an action to fire, the archer may take a full attack instead of just a single attack. | |||
:*'''Archer Ability IV''': | |||
:**'''Greater Shot on the Run''': You may make a full move and fire all your attacks at any point during the move. | |||
:**'''Killing Shot''': You may declare an attack a killing shot. If you hit with the shot you automatically crit with the attack. | |||
:**'''Armor Piercing''': As long as an archer can see their opponent, the archer finds weaknesses in the armor and shield of the opponent. An archer may declare an attack an armor piercing attack as a swift action, allowing the next attack to ignore armor and shield bonuses to AC. | |||
__NOTOC__ | __NOTOC__ | ||
[[Category:Homebrew]] | [[Category:Homebrew]] | ||
[[Category:Classes]] | [[Category:Classes]] |
Latest revision as of 12:52, 28 July 2008
Created by Wizardoest
Archer
The archer is a base class centered around using ranged projectile weapons, e.g. longbow, crossbow, etc.
Class Skills
The Archers's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d8.
Table: The Archer
Level |
---|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
10th |
11th |
12th |
13th |
14th |
15th |
16th |
17th |
18th |
19th |
20th |
BAB |
+1 |
+2 |
+3 |
+4 |
+5 |
+6/+1 |
+7/+2 |
+8/+3 |
+9/+4 |
+10/+5 |
+11/+6/+1 |
+12/+7/+2 |
+13/+8/+3 |
+14/+9/+4 |
+15/+10/+5 |
+16/+11/+6 |
+17/+12/+7 |
+18/+11/+8 |
+19/+12/+9 |
+20/+15/+10 |
Fort |
+0 |
+0 |
+1 |
+1 |
+1 |
+2 |
+2 |
+2 |
+3 |
+3 |
+3 |
+4 |
+4 |
+4 |
+5 |
+5 |
+5 |
+6 |
+6 |
+6 |
Reflex |
+2 |
+3 |
+3 |
+4 |
+4 |
+5 |
+5 |
+6 |
+6 |
+7 |
+7 |
+8 |
+8 |
+9 |
+9 |
+10 |
+10 |
+11 |
+11 |
+12 |
Will |
+0 |
+0 |
+1 |
+1 |
+1 |
+2 |
+2 |
+2 |
+3 |
+3 |
+3 |
+4 |
+4 |
+4 |
+5 |
+5 |
+5 |
+6 |
+6 |
+6 |
Special |
Archer Feat, Archery Specialist |
Archer Feat or Archer Ability I |
Archer's Edge |
Archer Feat or Archer Ability I |
- |
Archer Feat or Archer Ability I |
- |
Archer Feat or Archer Ability II |
- |
Archer Feat or Archer Ability II |
- |
Archer Feat or Archer Ability II |
- |
Archer Feat or Archer Ability III |
- |
Archer Feat or Archer Ability III |
- |
Archer Feat or Archer Ability IV |
- |
Archer Feat or Archer Ability IV |
Class Abilities
Weapon and Armor Proficiency: An archer is proficient with all simple weapons, the shortbow, and the longbow. He may also select one additional martial weapon and any one exotic ranged weapon in which he is proficient. In addition, he is proficient with light armor and shields (including tower shields).
Archer Feats: An archer may choose a feat from the following list. He must meet the normal requirements for these feats as normal.
Archer's Edge (Ex): An archer adds his Wisdom modifier to ranged weapon damage rolls.
Archery Specialist: An archer's class levels count as fighter levels for qualification to the Weapon Specialization feats, but only for ranged projectile weapons.
Archer Ability: Instead of gaining an archer feat, an archer may acquire special abilities as he increases in level. These are selected from the following list. Unless otherwise noted, each ability may be taken only once. You may select an ability from a lower level list at a higher level.
- Archer Ability I:
- Farsight: -1 for every 20' to Spot checks and the first range increment is increased by plus 50%.
- Dash: +10ft. movement when moving in a straight, unobstructed line
- Mark Prey: As a standard action you may make a ranged attack at an opponent. If you hit, the opponent bleeds slightly granting a +4 bonus to track that opponent.
- Sniper: If you miss while sniping (firing while hiding), you gain a +5 circumstance bonus to remain hidden.
- Archer Ability I:
- Archer Ability II:
- Fire While Threatened: May attack adjacent opponents with any ranged projectile weapons.
- Improved Shot on the Run: Archer may move 1/2 move and full attack at any point in the move.
- Bowman's Slide: When an archer is dealt damage by a melee weapon, the archer may immediate 5' adjust.
- Aim: As a swift action the archer may aim his first shot with greater accuracy. The archer adds his Wisdom modifier to the attack roll of the next shot.
- Archer Ability II:
- Archer Ability III:
- Arrow of Opportunity: If an opponent moves within 30' of you, as an immediate action you may take a single attack on that opponent.
- Sacrifice: If the archer's bow is attacked and destroyed by a sunder attempt, the archer automatically entangles the weapon and disarms it. The weapon lands at the archer's feet.
- Improved Readied Shot: If an archer readies an action to fire, the archer may take a full attack instead of just a single attack.
- Archer Ability III:
- Archer Ability IV:
- Greater Shot on the Run: You may make a full move and fire all your attacks at any point during the move.
- Killing Shot: You may declare an attack a killing shot. If you hit with the shot you automatically crit with the attack.
- Armor Piercing: As long as an archer can see their opponent, the archer finds weaknesses in the armor and shield of the opponent. An archer may declare an attack an armor piercing attack as a swift action, allowing the next attack to ignore armor and shield bonuses to AC.
- Archer Ability IV: