Chekov's Archer (3.5e Class)

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An archer.

Archer[edit]

From the woods to the desert, from mountains to cities archers abound everywhere, but few are truly worthy of the title. The archer can shoot an apple at 100 yards and hit every time, he can shoot an arrow through his own arrow after hitting the bull's eye at 50 yards, and he can shoot a pixie in the eye at 10. No one is better when it comes to the mastery of bows.

Making a Archer[edit]

The strong point of the archer is archery. Ranged combat. Letting enemies get too close is a mistake.

Abilities: Dexterity is important for most of the archer's skills, and it also decides how easy it is for them to hit targets. Strength increases some of the damage dealt, but isn't too important. Constitution increases hit points, and intelligence helps with their ability to get critical hits, and with their skill points.

Races: Elves are famous for archery, but that really doesn't mean that they are the best. Archers come from all races.

Alignment: Archers can be of any alignment. Archers from military backgrounds are usually lawful, while ones from small villages or the woods are usually neutral.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: "Simple" or "As rogue".

Table: The Archer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Bonus Feat, Precision 1d8
2nd +2 +3 +3 +0 Bonus Feat, Aim
3rd +3 +3 +3 +1 Fast Movement, Precision 2d8
4th +4 +4 +4 +1 Bonus Feat, Hold
5th +5 +4 +4 +1 Defensive Archery (concentration), Precision +1 and 2d8
6th +6/+1 +5 +5 +2 Bonus Feat, Precision +1 and 3d8
7th +7/+2 +5 +5 +2 Fire, Precision +2 and 3d8
8th +8/+3 +6 +6 +2 Bonus Feat, Precision +3 and 3d8
9th +9/+4 +6 +6 +3 Precision +3 and 4d8, Defensive Archery (tumble)
10th +10/+5 +7 +7 +3 Bonus Feat, Precision +4 and 4d8
11th +11/+6/+1 +7 +7 +3 Form Ranks, Precision +5 and 4d8
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Precision +5 and 5d8
13th +13/+8/+3 +8 +8 +4 Fire at Will, Rapid Fire
14th +14/+9/+4 +9 +9 +4 Bonus Feat, Precision +6 and 5d8
15th +15/+10/+5 +9 +9 +5 Precision +7 and 6d8
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat, Precision +8 and 6d8
17th +17/+12/+7/+2 +10 +10 +5 Stand Firm, Precision +9 and 6d8
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat, Precision +9 and 7d8
19th +19/+14/+9/+4 +11 +11 +6 Heroic Rapid fire, Precision +10 and 7d8
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat, Strike Arrow

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

Archers shoot bows. All of the following are class features of the Archer.

Weapon and Armor Proficiency: Archers are proficient with all simple weapons, all projectile and thrown weapons, and one martial weapon chosen at first level. They are proficient with light armor and medium armor.

Bonus Feat: At first, and every even numbered level, the archer gains a bonus feat from the list of fighter bonus feats. He must meet all prerequisites for the feat as normal.

Precision: Provided he is using a ranged weapon, an archer can make Concentration checks to increase the damage dealt with a bow. Whenever he declares an attack action, he may make a Concentration check. If the check is higher than his attack roll, he deals an additional 1d8 damage. This damage increases by an additional 1d8 every level divisible by three(2d8 at 3rd level, 3d8 at 6th, and so on...). Upon reaching 5th level, the archer gains a +1 bonus to attack rolls and Concentration checks. This increases by an additional +1 at 7th, 9th, 10th, 11th, 14th, 15th, 16th, 17th, and 19th level.

Aim (Ex): From second level onwards, the archer gains a +2 synergy bonus to attack and damage rolls with ranged weapons for every 5 ranks he has in Concentration.

Fast Movement (Ex):An archer's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the archer’s speed because of any load carried or armor worn.

Hold (Ex): As a full round action, an archer can make a Concentration check with a DC of 16. If he succeeds, on his next round he may make a full attack action and apply precision to it twice. If he takes damage before that round, he must make a Concentration check with a DC of 10 + the damage taken. If he fails the Concentration check he gains no special benefits instead of applying precision twice. For example, a 4th level archer declares that he is using Hold. He makes a Concentration check and gets a 20, beating the DC of 16. Then he is attacked before his next round and takes 4 damage. He rolls a 15 on his Concentration check and so this ability continues(if he had failed then the ability ends there with no effect). On his round he applies precision twice; he makes a Concentration check and gets a 19, then he makes another Concentration check and this one turns up a 14. He then makes his attack roll and gets an 18. He applies the precision die(2d8 at 4th level) to his damage for his attack, but doesn't do it again because he failed his second Concentration check.

Defensive Archery (Ex): From 5th level onwards, an archer can always take 10 on his Concentration checks, even if he would normally be unable to do so. At 9th level this also applies to Tumble checks.

Fire (Ex): From 7th level onwards, whenever the archer uses his Hold ability, the attack is automatically a critical hit. This ability only works if the target of the attack is within 30 feet of the archer.

Form Ranks: From 11th level onwards, whenever an archer attacks, with a ranged weapon, from a square adjacent to an ally, he and his allies gain a +2 bonus to Concentration and Tumble checks for a number of rounds equal to the archer's dexterity modfier.

Fire At Will (Ex): Beginning at 13th level, the archer can use his Hold ability as a standard action, but it must be the last action on his turn.

Rapid Fire (Ex): Beginning at 13th level, the archer can make a full attack action and a move action in the same round. He takes a -2 penalty to his attack rolls for that round, and cannot apply his Precision ability.

Stand Firm (Ex): Beginning at 17th level, the archer can use his bow without provoking attacks of opportunity, and he threatens every square within 15 feet of him, provided he is using a ranged weapon.

Heroic Rapid Fire (Ex): From 19th level onwards, the archer can make an a full attack action and a move action in the same round without any penalties, and he can apply his Precision ability, provided he is using a ranged weapon.

Strike Arrow (Ex): At 20th level, an archer can shoot anything that he has shot before. Whenever a target his hit by a ranged attack from the archer, any attacks that he makes against it for the next 5 rounds are automatically critical hits.


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