Archer (4e Base Class)
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[edit] Archer
"Like a well-fletched arrow, my skills will go great distances.
An Archer is usually a person who wanted to devote their training to the Bow and Arrow and were not drawn towards the multiple usage abilities that the Ranger gave. An Archer trust's their bow and are known for the ability to drop a target from great ranges. They usually favour the bow and arrow rather than the crossbow and bolt. Some Archers choose other ranged weapons, as they are proficent in any missile or throwing weapon due to their training and expertise.
[edit] Making an Archer
Role: Support. You follow from behind, giving aid to the front lines via your weapon, picking off targets otherwise unreachable.
Power Source: Martial. You have mastered the ranged weapons through careful practice and experiences, you fully trust your abilities.
Key Abilities: Dexterity, Constitution, Wisdom, Charisma
Armour Proficiencies: Cloth, Leather, Hide, Light Shield
Weapon Proficiencies: Simple Ranged, Millitary Ranged, Simple Melee
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 8 + Constitution Score
Hit Points per level gained: 5
Healing Surges per day: 4 + Constitution Modifier
Trained Skills: From the class list below, choose three trained skills at level 1: Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal(Wis), Perception (Wis), Intimidate (Cha)
Build Options: Bowman, Throwman
Class Features: Grounded, Steady Arm, Combat Challenge
[edit] Class Builds
You can choose any number of powers from the list provided, or make your own using the creation rules but overall the Archer class falls into two groups: Those who throw their weapon and those who don't.
[edit] Throws-man
You have spent your training learning how to throw things; due to training, tactics or a love of chucking stuff. Your aim is well known by your friends, and by yourself. Your best ability score is Dexterity, to help your aim even further. Constitution is a good factor in defending yourself in close-quarters, or to flee, and charisma helps with your powers for better aim. Overall you prefer hitting often than harder, and should choose abilities to focus on backing up the latent damage of your attacks.
Suggested Feats: Far Throw (Human Feat: Human Perserverence)
Suggested Skills: Athletics, Endurance, Perception
Suggested At-Will Powers: Careful Aim, Improvise
Suggested Encounter Powers: Hardy Blow
Suggested Daily Powers: Double Shot
[edit] Bow-man
You spent your training focusing on the tired and true system of the bow and arrow. The days spent honing your skills has allowed you to use the bow, or the crossbow, with ease. You prefer to deal damage fast to defeat an opponent before having to fumble over your arrows to reload; as such you choose to hit hard. Dexterity is a core ability for markmanship and you also choose Wisdom and Charisma to help outside of battle.
Suggested Feats: Far Shot (Human Feat: Human Perserverence)
Suggested Skills: Intimidate, Dungeoneering, Insight
Suggested At-Will Powers: Rapid Shot, Maneuver
Suggested Encounter Powers: Perfect Aim
Suggested Daily Powers: Retaliate
[edit] Archer Class Features
The Archer's greatest characteristic is their ability to move around quickly when they wish and hitting the opponent at any costs. There are three distinct abilities that the Archer has.
[edit] Grounded
A cheif ability that contributes to the Archer's tactics is the ability to stay still in many conditions. If you are forcibly moved by a bull rush, drag, teleport, ect. you can remove one square from the effect's power, eg. If a current moves you one square per turn, you instead move one sqaure per two turns and if you are teleported three squares you are instead teleported two squares. Make a Athletics check against DC 15 + 5 per each square moved; if it fails, add a -2 penalty to your attack roll in the same turn. If a critical failure occurs, your character falls prone.
[edit] Steady Arm
After years of practice your arm avoids shakes and wobbles by using your instincts to adjust. Add your Charisma Modifier to your attack roll when using a ranged attack.
[edit] Combat Challenge
It is dangerous to leave an archer on the field of battle, especially if it holds a grudge. Whenever you attack a creature you can choose to mark them for the rest of the encounter or until you choose a new mark. While a target is marked they add a -2 penalty to attack rolls against anyone but you. In addition, whenever a marked target shifts you can attempt to attack them with a -6 attack penalty as a ranged immediate reaction.
[edit] Archer Powers
Your powers are called Exploits. Some are better used by the bows, others are preferred by throwing weapons, but both types are able to be chosen by either builds. Certain weapons also are preferred by some powers.
[edit] Level 1 At-Will Exploits
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Back to Main Page → 4e Homebrew → Powers → Archer Powers
[edit] Level 1 Encounter Exploits
Back to Main Page → 4e Homebrew → Powers → Archer Powers
Back to Main Page → 4e Homebrew → Powers → Archer Powers
Back to Main Page → 4e Homebrew → Powers → Archer Powers
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