New Class: The Yeoman
Posted: Thu Jun 25, 2015 5:46 pm
I was paging through my Black Box today and thinking about the Archer class. I like the concept of an archer character class, but I feel that players might be disappointed if they were looking for a combat archer that could stand toe to toe with the C&C fighter. So I decided to jot down my own solution... this is just a quick sketch of an alternative I came up with.
Yeoman (Dexterity)
Prime Attribute: Dexterity
Alignment: Any
Hit Dice: d8
Weapons: Axes (any), Bow (any), Club, Crossbow (any), Dagger, Maces (any), Morningstar, Sling, Swords (any)
Armor: As Ranger.
Abilities: Disarm, Dual Shot, Fletcher, Master Archer, Rapid Shot, Supporting Shot, Target: Legs, Target: Throat.
BtH and EPP: As Knight.
Supporting Shot: At 1st level, the yeoman can make ranged attacks into melee without endangering her allies.
Trick Shot—Disarm: At 1st level, the yeoman gains the ability to make a disarm attack with a ranged weapon. This works in the exact same way as the disarm combat maneuver, except that it may be made at a distance.
Fletcher: At 1st level, the yeoman can spend her free time modifying her arrows. Whenever making a ranged attack with a bow or crossbow, the yeoman can choose either a bodkin arrow (+2 to hit) or a broadhead arrow (+2 damage). A yeoman must have 6 or more arrows remaining to use this ability—the last few arrows in the quiver are always regular arrows.
Rapid Shot: At 4th level, the yeoman gains an extra ranged attack with a bow (not including crossbows). The attacks may be split between any available targets. The yeoman gains an additional attack for every four levels gained after 4th level. So, at 8th level, the yeoman is allowed a total of three bow attacks, and at 12th level the yeoman gains four attacks with the bow. These attacks may not be combined with the “Target,” “Trick Shot” or “Dual Shot” abilities.
Target—Legs: At 5th level, the yeoman can target an opponent’s legs with a ranged attack. If the attack hits, the target is reduced to half speed until the damage is healed. The opponent must have a distinguishable anatomy to use this ability, but nevertheless may be undead or a construct.
Dual Shot: At 7th level, the yeoman can fire two arrows at once from any bow or crossbow. The attacks may target the same opponent, or two opponents standing no further apart than half the distance between the yeoman and the closest target. These attacks may not be combined with the "Rapid Shot" or "Trick Shot" abilities.
Trick Shot—Master Archer: At 9th level, the yeoman can concentrate and hit any target. If she does not move during this round, the yeoman gains +4 to hit and damage a target with a single ranged attack. This ability also gives a +4 bonus to any attribute check to achieve something remarkable with a bow or crossbow.
Target—Throat: At 10th level, the yeoman can target an opponent’s throat with a ranged attack. If the attack hits, the target cannot speak or cast spells until the damage is healed. The opponent must have a distinguishable anatomy to use this ability, but nevertheless may be undead or a construct.
So, what do you think? Too powerful, too weak, or just right?
Yeoman (Dexterity)
Prime Attribute: Dexterity
Alignment: Any
Hit Dice: d8
Weapons: Axes (any), Bow (any), Club, Crossbow (any), Dagger, Maces (any), Morningstar, Sling, Swords (any)
Armor: As Ranger.
Abilities: Disarm, Dual Shot, Fletcher, Master Archer, Rapid Shot, Supporting Shot, Target: Legs, Target: Throat.
BtH and EPP: As Knight.
Supporting Shot: At 1st level, the yeoman can make ranged attacks into melee without endangering her allies.
Trick Shot—Disarm: At 1st level, the yeoman gains the ability to make a disarm attack with a ranged weapon. This works in the exact same way as the disarm combat maneuver, except that it may be made at a distance.
Fletcher: At 1st level, the yeoman can spend her free time modifying her arrows. Whenever making a ranged attack with a bow or crossbow, the yeoman can choose either a bodkin arrow (+2 to hit) or a broadhead arrow (+2 damage). A yeoman must have 6 or more arrows remaining to use this ability—the last few arrows in the quiver are always regular arrows.
Rapid Shot: At 4th level, the yeoman gains an extra ranged attack with a bow (not including crossbows). The attacks may be split between any available targets. The yeoman gains an additional attack for every four levels gained after 4th level. So, at 8th level, the yeoman is allowed a total of three bow attacks, and at 12th level the yeoman gains four attacks with the bow. These attacks may not be combined with the “Target,” “Trick Shot” or “Dual Shot” abilities.
Target—Legs: At 5th level, the yeoman can target an opponent’s legs with a ranged attack. If the attack hits, the target is reduced to half speed until the damage is healed. The opponent must have a distinguishable anatomy to use this ability, but nevertheless may be undead or a construct.
Dual Shot: At 7th level, the yeoman can fire two arrows at once from any bow or crossbow. The attacks may target the same opponent, or two opponents standing no further apart than half the distance between the yeoman and the closest target. These attacks may not be combined with the "Rapid Shot" or "Trick Shot" abilities.
Trick Shot—Master Archer: At 9th level, the yeoman can concentrate and hit any target. If she does not move during this round, the yeoman gains +4 to hit and damage a target with a single ranged attack. This ability also gives a +4 bonus to any attribute check to achieve something remarkable with a bow or crossbow.
Target—Throat: At 10th level, the yeoman can target an opponent’s throat with a ranged attack. If the attack hits, the target cannot speak or cast spells until the damage is healed. The opponent must have a distinguishable anatomy to use this ability, but nevertheless may be undead or a construct.
So, what do you think? Too powerful, too weak, or just right?