the Archer- A Gunslinger Alternate Class


Homebrew and House Rules

Grand Lodge

So we've always had the ranger as an ideal archery class. They're able to ignore prerequisites for archery feats, full BAB, and a set of neat unique abilities, but sadly, they've always seemed (at least to me) as filling more of the "hunter" or "woodsman" sort of archer. We do not have an immediate avenue to create a sort of Robin Hood character, or an acrobatic trick shooter.
So, to remedy this, I made this alternate class for the Gunslinger.

Archer

Let me know what you all think!
All the constructive criticism is welcome.

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The big problem I have with this class is that many of the cool abilities that the bolt ace get make up for the fact that crossbows are significantly inferior to bows, which are the reigning king of ranged combat. You totally chuck that balancing factor out the window by letting all the bolt ace abilities work for a bow character AND adding tons of other abilities on top of it.

Grand Lodge

I can see that. I've never been afraid to stomp all over other archetypes with homebrew (seeing as Paizo has done it to themselves a few times), but I totally get adding more power to the archery style being a bit scary.
I'll give it another once over and check some numbers. I've actually got someone playing this in one of my home games (currently level 4) and so far it hasn't felt too overpowered and has led to some awesome moments. I'll keep an eye on it and adjust accordingly.


SKILLS
I know you want this archer to be more like a rogue and less like a ranger, but I don't think that dungeoneering is appropriate. When I think of exploring caves, I don't think bow and arrow. Bows have great range, and caves are pretty confined. I know you want to avoi the nature theme, but field and forest is where bows would be used most often. Even if you don't go kn. nature, I suggest picking something else. Its not a big deal, but IMHO Intimidate and Handle Animal feel a little out of place.

PROFICIENCIES
I would drop all martial weapons and instead give them a list of weapons akin to the rogue list. Short sword is an obvious choice, but not neccessarily rapier. Pick some light and one-handed weapons, maybe some throwable ones.

BOWYER/FLETCHER
I think this should be scrapped. I know that its your version of the gunslinger ability, but its not neccessary. The gunslinger gets a free gun because otherwise he will not be able to start play with one. The archer already has good starting gold, doesn't need to buy expensive armor, and only needs a couple of weapons. There is no need for a free masterwork item. As far as the crafting bit goes, do like the alchemist and give him a bonus of Craft checks. After a few levels, follow suit with the alchemist's abilities to make items more quickly. This does not all need to happen at 1st level.

DARING ACTS & DARES
I have seen a gunslinger in play for 9 levels and I don't remember running out of grit being a problem. Its not to be used every round. Its meant to be used at the right time. I like the creativity, but you have essentially increased the number of ways to regain points from two to four. Maybe drop critical hit as a way to regain points.

ARCHERY TRAINING
I feel that the increases crit multiplier is unneccessary. This is not equivalent to the gunslinger's misfire thingy. The gunslinger is mitigating a penalty, the archer is increasing his crit multiplier. Not equal. Maybe you could make it that he can recover more of the ammunition he missed with (instead of only 50%) and/or make it so that he has a chance to recover magical ammunition. Just an idea. At the end of this class feature, change "pick up" to "select". Select is the terminology used at the beginning of the class feature.


Themutedman wrote:
I've actually got someone playing this in one of my home games (currently level 4) and so far it hasn't felt too overpowered and has led to some awesome moments.

As someone who has played a less-than-optimized archery ranger from level 5 to 18, I can assure you, that will change...


Ciaran Barnes wrote:

SKILLS

I know you want this archer to be more like a rogue and less like a ranger, but I don't think that dungeoneering is appropriate. When I think of exploring caves, I don't think bow and arrow. Bows have great range, and caves are pretty confined. I know you want to avoi the nature theme, but field and forest is where bows would be used most often. Even if you don't go kn. nature, I suggest picking something else. Its not a big deal, but IMHO Intimidate and Handle Animal feel a little out of place.

PROFICIENCIES
I would drop all martial weapons and instead give them a list of weapons akin to the rogue list. Short sword is an obvious choice, but not neccessarily rapier. Pick some light and one-handed weapons, maybe some throwable ones.

BOWYER/FLETCHER
I think this should be scrapped. I know that its your version of the gunslinger ability, but its not neccessary. The gunslinger gets a free gun because otherwise he will not be able to start play with one. The archer already has good starting gold, doesn't need to buy expensive armor, and only needs a couple of weapons. There is no need for a free masterwork item. As far as the crafting bit goes, do like the alchemist and give him a bonus of Craft checks. After a few levels, follow suit with the alchemist's abilities to make items more quickly. This does not all need to happen at 1st level.

DARING ACTS & DARES
I have seen a gunslinger in play for 9 levels and I don't remember running out of grit being a problem. Its not to be used every round. Its meant to be used at the right time. I like the creativity, but you have essentially increased the number of ways to regain points from two to four. Maybe drop critical hit as a way to regain points.

ARCHERY TRAINING
I feel that the increases crit multiplier is unneccessary. This is not equivalent to the gunslinger's misfire thingy. The gunslinger is mitigating a penalty, the archer is increasing his crit multiplier. Not equal. Maybe you could make it that he can recover more of the ammunition he...

Skills: I agree with your logic about Knowledge (Dungeoneering), however, there aren't really good alternatives. It seems that the OP is emulating the Gunslinger skill list, and switched out Engineering for Dungeoneering. I think Local is useful enough; perhaps consider dropping Dungeoneering.

Proficiencies: I don't think proficiency in all martial is such a big deal. And it is consistent with the Gunslinger, and all the full BAB classes it draws on.

Daring Acts and Dares: Ciaran Barnes, these appear in Advanced Class Guide as new options for both the Gunslinger and the Swashbuckler. I don't think it's fair to restrict them from this theoretical addition to the family.

Archery Training: First (minor note), this appears on the class table as Bow training. I agree about the crit multiplier; I would drop this, they are very powerful without already.

Overall, I would still be concerned with it's power. Like I said, a suboptimal archer ranger is pretty borderline. If I could play this Archer instead...whoa Nelly!

One last note. I personally don't like the term Clout, I think it is unnecessary. I would just stick with Grit in this case. In fact, I think this would work best as an archetype of the Gunslinger, rather than a freestanding class.

Nice write up by the way.

-Cheers

Grand Lodge

I actually called it "Clout" because "clout shooting" is a type of long range archery and gives a sort of similar feel as "grit" and "panache" while still remaining a bit unique!


Themutedman wrote:
I actually called it "Clout" because "clout shooting" is a type of long range archery and gives a sort of similar feel as "grit" and "panache" while still remaining a bit unique!

Interesting. Well then it has relevance; if it were it's own class, it would be consistent with previous similar-but-not-same classes having their own unique "pool". However I still think, as this is an ability-for-ability copy of the Gunslinger, that it is best as an Archetype.

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