Custom class: The Archer (not the archetype), in need of feedback / suggestions.


Homebrew and House Rules


Hello everyone.

This is my 1st attempt at a custom class. More specifically, an own adaption from the M&M franchise's Archer class.

I'm looking for suggestions and advice, before i will use it in the distant future.

In advance, i was unable to get what i typed on my PC over to here in a proper table, sorry.
====================================================

Archers are a special sort of warrior, specialized in ranged combat with might and -later, magic.
Seen employed in armies or militias around the land, they have some knowledge of local affairs as well.

Role: Archers are ranged support, but can handle themselves with melee weapons if needed. They work best with bows and crossbows. They are capable of making ranged attacks while adjacent to enemies, without provoking attacks of opportunity.

Alignment: Any

Hit Die: d10

Starting Wealth: 5d6 x10 gp

Class skills

The Archer's class skills are:
Climb (str), Craft (int), Intimidate (cha), Kn. [Arcane] (int), Kn. [Local] (int), Perception (wis), Profession (wis), Spellcraft (int), Stealth (dex), Survival (dex).

Skill Ranks per Level: 4 + int modifier.

Table:

Lvl BaB - Fort save - Ref Save - Will Save
========================================================================
1 +1 [+2 +2 +0]
2 +2 [+2 +3 +0]
3 +3 [+3 +3 +1]
4 +4 [+3 +4 +1]
5 +5 [+4 +4 +1]
6 +6/+1 [+4 +5 +2]
7 +7/+2 [+5 +5 +2]
8 +8/+3 [+5 +6 +2]
9 +9/+4 [+6 +6 +3]
10 +10/+5 [+6 +7 +3]
11 +11/+6/+1 [+7 +7 +3]
12 +12/+7/+2 [+7 +8 +4]
13 +13/+8/+3 [+8 +8 +4]
14 +14/+9/+4 [+8 +9 +4]
15 +15/+10/+5 [+9 +9 +5]
16 +16/+11/+6/+1 [+9 +10 +5]
17 +17/+12/+7/+2 [+10 +10 +5]
18 +18/+13/+8/+3 [+10 +11 +6]
19 +19/+14/+9/+4 [+11 +11 +6]
20 +20/+15/+10/+5 [+11 +12 +6]

Lvl related class features:

Lvl 1: Up close -2
Lvl 2: Pinpoint Target +1
Lvl 3: Teamwork Feat
Lvl 4: Barrage 1d6+1
Lvl 5: Up close -1
Lvl 6: Teamwork Feat
Lvl 7: Pinpoint Target +2
Lvl 8: Barrage 2d6+2
Lvl 9: Evasion, Teamwork Feat
Lvl 10: Up close +0
Lvl 11: Arrow slap
Lvl 12: Pinpoint Target +3, Teamwork Feat
Lvl 13: Barrage 3d6+3
Lvl 14: Arrow slap +1
Lvl 15: Up close +1, Teamwork Feat
Lvl 16: Improved Evasion, Pinpoint Target +4
Lvl 17: Arrow slap +2
Lvl 18: Barrage 4d6, Teamwork Feat
Lvl 19: Charged shot
Lvl 20: Up close +2, Arrow slap +3

Class Features:

Weapon and Armor proficiency.
She is proficient with all simple and martial weapons, light armor, and medium armor.
She can cast Archer spells while wearing light armor or medium armor, without incurring the normal arcane spell failure chance.
Like other arcane spellcasters, an Archer wearing heavy armor incurs the chance of arcane spell failure if the spell in question has somatic components.

Up Close:
Starting at lvl 1, the archer is able to make ranged attacks even while adjacent to enemies, without provoking attacks.
She takes a -2 penalty on all shots while doing so. This modifier decreases to -1 at lvl 5, no penalties at lvl 10, and becomes a +1 bonus every 5 levels there after.

Pintpoint target:
At lvl 2, the archer can point out a weak spot on an enemy to her allies.
Any allies within 30 feet get a +1 bonus on their next attack and damage rolls against the target. This bonus increases by +1 every 5 levels after that. The archer can use this ability a number of times per day, equal to half her archer level.

Teamwork Feats:
Archers are a valuable support in any group.
Starting at lvl 3, and every 3rd lvl after that, the archer chooses a bonus teamwork feat.
This functions like the ability of an inquisitor.

Barrage:
The Archer has developed a special type of arrow which, after shot, can hit an area of effect.
Starting at lvl 4, then at lvl 8, 13 and 18.
As a standard action, the Archer shoots a special thicker arrow, which splits when it approaches the target square. This deals 1d6+1 in a 5ft radius on lvl 4, 2d6+2 in a 10ft radius on lvl 8, 3d6+3 in a 10ft radius on lvl 13 and 4d6+4 in a 10ft radius on lvl 18.
The Archer has a number of barrage arrows equal to 3 + her Charisma modifier.

At lvl 9, the Archer gets Evasion.

Arrow slap:
Starting at lvl 11, the archer can make a free attack with the 1st arrow she would shoot that turn.
In a motion of loading an arrow, she can make a melee attack, that deals 1d4+1 dmg. S if using common arrows, B if using blunt arrows. This damage increases by +1 every 3 levels afterwards.

At lvl 16, the Archer gets Improved Evasion.

Charged shot:
At lvl 19, the Archer can sacrifice any number of unused spell slots, to imbue 1 arrow with arcane power.
The 1st arrow she shoots that round, is imbued with a magic bonus equal to the combined # of spellslots sacrificed.
Example: She sacrifices a lvl 3 and 4 spell for that day, to deal an extra +7 magic dmg.

Spell Casting:
Beginning at 4th level, an Archer gains the ability to cast a small number of arcane spells drawn from the Wizard/Sorcerer spell list. To learn or cast a spell, an Archer must have a Charisma score equal to at least 10 + the spell level. She can cast spells he knows without preparing them ahead of time. The saving throw DC against an Archer’s spell is 10 + the spell level + the Archer’s Charisma modifier. These spells must be offensive damage spells.

Spells known table:

Lvl 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 2 - - -
5 3 - - -
6 4 - - -
7 4 2 - -
8 4 3 - -
9 5 4 - -
10 5 4 2 -
11 5 4 3 -
12 6 5 4 -
13 6 5 4 2
14 6 5 4 3
15 6 6 5 4
16 6 6 5 4
17 6 6 6 4
18 6 6 6 5
19 6 6 6 5
20 6 6 6 5


I think it's pretty bland right now, it definitely needs more in the way of substance.


Which is why i'm looking for suggestions. :)

The adaption's idea is to have a team-player ranged archer with offensive arcane powers, which they were able to do in the Might and Magic franchise.

I am aware of the Arcane Archer, but that is not what i am looking for.


Well, at a glance two of your class features are just feats (Up Close and Arrow Slap). Charged Shot is pretty bad for 19th level. You don't have a capstone at all. The damage scaling of barrage is really bad considering you have to sacrifice a ranged full attack to use it. Pinpoint target should have an action requirement and duration attached to it. You should probably be using the magus spell list, wizard/sorcerer isn't really appropriate in this case.

Overall, though, you just need to come up for more things for this class. You only have 9 class features or so. It lacks, offense, defense, and utility abilities.

I can't really suggest any specific things for this class. However, if you're looking for a ranged archer with offensive magic you should probably look at an Eldritch Archer Magus.

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