Archer class revised again

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danbuter
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Archer class revised again

Post by danbuter »

After comments from here, I've changed the class to the following:

Archer (Dexterity)

Archers specialize with bows of all types, and are truly deadly at range. However, they falter in melee combat.

Abilities:

Melee Shot: At 1st level, the archer can shoot into melee with no penalties.

Eagle Eye: At 1st level, the archer increases all range increments for bows that he uses to 150% normal. He can also accurately determine the range to a target at a glance.

Bow Specialization: At 4th level, the archer picks one type of bow. He gains a +1 to hit and a +1 to damage when using it. At 7th level, this bonus increases to +2 to hit and damage.

Rapid Reload: At 10th level, the archer can fire twice per round with his specialized bow.

Prime Attribute: Dexterity

Alignment: Any

Hit Dice: d6

BtH: as Ranger

XP: as Assassin

Weapons: longbow, short bow, composite longbow, composite short bow, club, dagger, dirk, hatchet, knife, poniard, short sword

Armor: leather armor, leather coat, mail shirt, ring mail, studded leather

Abilities: Eagle Eye, Bow Specialization, Melee Shot, Rapid Reload

(I kept the d6 HD because all of the Dex classes get d6 HD. This is subject to change.)
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serleran
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Post by serleran »

It is a simple class - that makes it easy to understand, like a fighter, only more specialized. They would tend to advance quicker than a fighter, so the lowered BtH is not that bad, though I do have one question:

can an archer ever fire out of a melee?

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Melee Firing

Post by SaintNiddle »

What are the normal rules on firing a ranged weapon when in melee range of an opponent? I think I'm asking the same question as serleran.

Also, you could raise that to a d8 HD since the concept you are going for is closer to a ranger than a rogue/assassin, IMO.

danbuter
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Post by danbuter »

Normal rule is -4 to hit when shooting into melee (as per ADnD, which bonuses and penalties generally match CnC). And of course an archer can fire out of melee. They just don't receive a penalty when shooting into melee.
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SaintNiddle
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Post by SaintNiddle »

Oh I understand the "firing into melee." I was talking about firing at someone who is right next to you..essentially firing within melee range. Is that still treated as firing "into" melee?

danbuter
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Post by danbuter »

I was just using it as a way for the archer to safely back up the front line fighters. I figure if the guy is close enough to hit you with a sword, you should draw a melee weapon, unless your name is Legolas, of course.
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Post by adaen »

Looks very good. I would play one. Incidentally, the "Archer archetype" is one that I felt suffered in D&D 3.x.

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Post by Treebore »

All I can say is I think of archers as being warriors, so this is too whimpy for my tastes. Other than that it looks good to me, I like their abilities. Since you seem to be going for so strict of a focus, I would let their specialization increase faster and to +4 by 12th level.
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Post by Lord Dynel »

Quote:
Melee Shot: At 1st level, the archer can shoot into melee with no penalties.

I'm having a "senior moment" right now (and I'm at work...on a Monday morning) - what is the penalty for firing into melee, BtB?

Not too bad, dan, but if it were me, I'd add a few more abilities. If he's going to be limited to being a "bowmaster" (and I wouldn't add crossbows into the mix ), I'd give him all kinds of tricks.

Some examples:

Shot on the Move - at 9th level (or whatever level) the archer may move up to his full movement and make one attack. He can only make such an attack when using a bow. This cannot be used in conjunction with Melee Shot (in other words, no melee attacks).

Split Shot - at X level (perhaps at 6th level), by taking a -2 to the attack roll, the archer may fire two arrows from his bow with one shot. The attack must target two different foes no more than 15' apart (this could be changed). The range for this attack is halved (but Eagle Eye is still affected by this). This attack can be used in conjunction with Rapid Reload, but cannot result in two Split Shot attacks, and cannot be used with Shot on the Move.

Just my musings.
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Post by danbuter »

For shooting into melee, I've been using the ADnD rule of -4 to hit. I don't think there is an official CnC rule for this, but there should be.
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Post by Lord Dynel »

danbuter wrote:
For shooting into melee, I've been using the ADnD rule of -4 to hit. I don't think there is an official CnC rule for this, but there should be.

Okay. I wasn't trying to bust your chops or anything, I couldn't remember if there was a rule or not. And, yeah, I agree there should be a rule. I don't penalize, per se, but if the attack is a miss, then I roll a percentage chance to hit an ally.
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Post by Zebulon »

Did you playtest the class? Do you have players interested in it as is? Frankly I would not play that class; much better to play an assassin who also uses a bow (even if without the few abilities given to the archer), or a fighter who specializes in the bow (much, much better than this archer). All in all this class is really too weak.
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Post by Maliki »

Not bad. I think he needs a better chance to hit at least. Right now I don't think he is as good of a shot as a regular fighter with a bow. Since the class hangs its had on his bow skills, he should be better with a bow than anyone.
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Post by csperkins1970 »

Might I suggest some changes:
ARCHER (Dexterity)

Archers specialize with bows of all types, and are truly deadly at range. However, they

falter in melee combat.
ABILITIES
Melee Shot: At 1st level, the archer can shoot into melee with no penalties.
Eagle Eye: At 1st level, the archer increases all range increments for bows that he uses to 150% normal. He can also accurately determine the range to a target at a glance.
Bow Specialization: At 4th level, the archer picks one type of bow. He gains a +1 to hit and a +1 to damage when using it. At 10th level, this bonus increases to +2 to hit and damage.
Rapid Reload: At 7th level, the archer can fire twice per round with his specialized bow.
Prime Attribute: Dexterity
Alignment: Any
Hit Dice: d8
Weapons: longbow, short bow, composite longbow, composite short bow, light crossbow, heavy crossbow, club, dagger, dirk, hatchet, knife, poniard, short sword
Armor: leather armor, leather coat, mail shirt, ring mail, studded leather

Abilities: Eagle Eye, Bow Specialization, Melee Shot, Rapid Reload
BtH: as Ranger
XP: as Ranger
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Post by Zebulon »

csperkins1970 wrote:
Might I suggest some changes:
ARCHER (Dexterity)

Archers specialize with bows of all types, and are truly deadly at range. However, they

falter in melee combat.
ABILITIES
Melee Shot: At 1st level, the archer can shoot into melee with no penalties.
Eagle Eye: At 1st level, the archer increases all range increments for bows that he uses to 150% normal. He can also accurately determine the range to a target at a glance.
Bow Specialization: At 4th level, the archer picks one type of bow. He gains a +1 to hit and a +1 to damage when using it. At 10th level, this bonus increases to +2 to hit and damage.
Rapid Reload: At 7th level, the archer can fire twice per round with his specialized bow.
Prime Attribute: Dexterity
Alignment: Any
Hit Dice: d8
Weapons: longbow, short bow, composite longbow, composite short bow, light crossbow, heavy crossbow, club, dagger, dirk, hatchet, knife, poniard, short sword
Armor: leather armor, leather coat, mail shirt, ring mail, studded leather

Abilities: Eagle Eye, Bow Specialization, Melee Shot, Rapid Reload
BtH: as Ranger
XP: as Ranger

Even like this I would rather play a fighter specialized in the bow. Not having melee shot and eagle eye won't be much of a loss, while the fighter will get two attacks per round at 10th level anyway. However, fighter has d10 hp, all armors and weapons, a better BtH, and Combat Dominance.

My take on the archer would be:

1) okay with d6 and cleric BtH, plus limited armors and weapons.

BUT:

2) abilities of 2e Complete Elves HB archer kit.

3) abilities of 3e PrCl arcane archer

4) rapid reload (at 7th level)

My only problem would be to explain how the class would get near magical abilities when firing arrows (arcane archer class abilities). Maybe in doing it an elf-only class with an almost magical bent?
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Post by serleran »

You can also rip something off, this being a straight conversion of Diablo II:
Amazon

Powerful warrior women from the South Sea plains, the Amazon are gifted and fierce opponents, striking with determined vengeance and unequaled ferocity. They despise the Prime Evils, and all their minions, and actively seek to bring destruction to these abominations, using every skill in their lethal arsenal for this sole purpose.
Abilities

* -- Abilities marked as such are re-usable with the consumption of a Mana Potion, described in the Items section of this document.

Addendum: An Amazons class abilities are designed to function with each other, save that effects which generate fire cannot be combined with those that generate cold or ice effects, and abilities of the same type, such as poison, have the effect of the highest Group.

Group One --

Critical Strike: When making an attack roll, if the Amazon rolls a natural 20, the attack deals an additional 1d4 points of damage.

* Flaming Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into flames whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is burned to cinders, destroyed. If an enchanted missile strikes an opponent, that opponent suffers an additional 1d6 points of fire damage, with a save vs. traps against the Base to Hit of the Amazon allowed to negate this extra damage.

Inner Sight (Wisdom): This ability has two functions, one of which requires a successful check, and the other is constant. The effect which is constant is identical to that of Twilight Vision, as detailed in the C&C Players Handbook. The second function requires a check modified by the average Hit Die of all opponents within 30 feet; if successful, the Amazon gains a +1 bonus on all attack rolls against these creatures, and cannot be successfully sneak attacked, backstabbed, or suffer from a death attack.

Jab: If an Amazon is wielding a piercing melee weapon, a number of additional attacks equal to the characters Dexterity modifier are allowed. However, each attack taken suffers a cumulative -2 penalty, and deals a cumulative -1 point of damage on a successful strike; damage however, cannot be less than one point, regardless of the roll and penalty.

* Magic Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to automatically hit any creature the Amazon can see. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is destroyed. A missile so enchanted deals its normal damage +1.

Group Two --

* Cold Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into ice shards whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is liquefied, destroyed. If an enchanted missile strikes an opponent, that

opponent suffers an additional 1d6 points of cold damage, with a save vs. Paralysis against the Base to Hit of the Amazon allowed to negate the effects of a slow spell, as cast by a 5th level spellcaster.

Dodge (Dexterity): If an Amazon has initiative over an opponent while engaged in melee combat, the Amazon can make a successful Dexterity check, modified by the Hit Dice or level of the opponent; success grants a +2 bonus to armor class against all attacks made by that opponent, and allows a Dexterity save, modified by the Base to Hit of the attacker to reduce any damage caused by a successful attack by half. Note: This ability does not apply to spells or effects which do not cause

damage, such as petrifaction. An Amazon can use this ability against multiple foes at once, but the base difficulty becomes the average Hit Dice or level, +2 for each additional opponent. When using this ability, an Amazon is limited to one attack per round, regardless of other class abilities, and cannot move more t han 5 feet; in fact, if the Amazon cannot move 5 feet, due to interfering barriers or close conditions, this ability cannot be used.

* Multiple Shot (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to split and divide whenever attacking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is splintered, destroyed. When the Amazon attacks with an enchanted

missile, it divides into three separate missiles, each capable of striking the same, or a different creature, at the Amazons choosing. If these additio nal attacks are directed at multiple opponents, the victims must be within 10 feet of each other, and within 5 feet of the primary target. Regardless of target, each attack suffers a -4 penalty. Note: The Amazon must have the Group One ability Magic Missile to gain this ability.

* Poison Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons with a deadly toxin. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is vaporized, destroyed. If an enchanted missile strikes an opponent, that opponent must make a successful save vs. Poison against the Amazons level, or be afflicted with a horrible poison that deals 1d6 points of damage for 3 rounds;

cumulative strikes with this ability do not deal additional damage, but do extend the duration by 3 rounds on each failed save. Additionally, any breathing creature, whether friend or foe, including the target, which is within 5 feet of the path of the missiles movement, must make a successful save vs. Poison, modified against the Amazons level, or is considered to not have Constitution as Prime; a victim that does not have Constitution as Prime that fails this check suffers a -2 penalty on all

Constitution-based saves and checks for 3 rounds. This ability in no way enables an Amazon to utilize poison by any other means.

* Power Strike (Intelligence): Each day, an Amazon can enchant a nonmagical melee weapon to discharge an electric jolt on a successful hit. The maximum number of charges that can be stored in the weapon is equal to the Amazons Intelligence modifier, and the check is modified by a cumulative +4 per charge. This enchantment has a duration of 24 hours, and a charge not used within this duration is lost, dissipated. When the enchanted weapon successfully strikes an opponent, normal damage

is dealt, plus 1d8 per 4 levels points of electrical damage; a save vs. Breath Weapon, modified by the Base to Hit of the Amazon is allowed to reduce this extra damage by half. Note: The Amazon must have the Group One ability Jab to gain this ability.

Group Three --

Avoid Missiles: This ability is the same as the Deflect Missiles ability of the Monk class, as detailed in the C&C Players Handbook, with one exception: an Amazon can attempt to deflect a number of incoming missile attacks equal to the characters Dexterity modifier.

* Bolt of Lightning (Intelligence): Each day, an Amazon can enchant a number of nonmagical thrown missile weapons to discharge an electric jolt on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon successfully strikes an opponent, normal

damage is not dealt; instead, 2d10 points of electrical damage is delivered. Note: The Amazon must have the Group Two ability Poison Missile to gain this ability.

* Exploding Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to release an explosive fiery force on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon

successfully strikes an opponent, normal damage is not dealt; instead, 1d6, per four levels, points of fire damage is delivered. Any creature within 15 feet of the struck victim must make a saving throw vs. Breath Weapon or suffer damage from the explosive concussion; a failed save results in taking damage. The victim that is hit by the attack does not take this extra damage, and is not allowed a save. Note: The Amazon must have the Group One ability Flaming Missile and the Group Two

ability Multiple Shot to gain this ability.

Impale: If an Amazon is wielding a piercing melee weapon, any successful attack inflicts an additional 2d6 points of damage.

However, after every successful attack, the Amazon must make a successful Dexterity check, modified against the total amount of damage dealt, or have the weapon used for the attack broken. A magical weapon adds its enchantment plus; any item of significant durability, such as an item crafted of adamantine, adds a +10 bonus to the check. Note: The Amazon must have the Group One ability Jab to gain this ability.

* Slow Missiles (Dexterity): Once per day, by making a successful save vs. Breath Weapon, modified by the highest Base to Hit of the attacker, plus 2 for each additional missile, plus the total of any magical enchantment bonuses, an Amazon is able to literally slow the flight speed of any type of missile. This ability has a radius of 30 feet, and grants all allies within this range a +2 bonus to Armor Class against the attacks. Any magical effect, such as the spell magic missile is effectively targeted by a dispel magic spell, and must be checked or be dispelled; the Amazon is considered a 7th level spellcaster for this purpose. Note: The Amazon must have the Group One ability Inner Sight to gain this ability.

Group Four --

* Charged Strike (Intelligence): Each day, an Amazon can enchant a nonmagical melee weapon to discharge an electric jolt on a successful hit. The maximum number of charges that can be stored in the weapon is equal to the Amazons Intelligence modifier, and the check is modified by a cumulative +4 per charge. This enchantment has a duration of 24 hours, and a charge not used within this duration is lost, dissipated. When the enchanted weapon successfully strikes an opponent, normal damage

is dealt, plus 2d8 points of electrical damage. In addition, the weapon releases an effect identical to the spell charged bolt, as described in the Spells section of the document. Note: The Amazon must have the Group Two ability Power Strike and the Group Three ability Bolt of Lightning to gain this ability.

* Guided Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to automatically hit the nearest opponent creature within range, regardless of direction. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is destroyed. If two or more

targets are possible, random determination is used to select the victim of the attack. Note: The Amazon must have the Group Two abilities of Cold Missile and Multiple Shot to gain this ability.

* Ice Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into ice shards whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is liquefied, destroyed. If an enchanted missile strikes an opponent, that

opponent suffers an additional 2d6 points of cold damage, with a save vs. Paralysis against the Base to Hit of the Amazon allowed to negate 1d3 rounds of paralysis. Note: The Amazon must have the Group Two ability Cold Missile to gain this ability.

* Penetrate (Strength): Once per day, by making a successful Strength check modified by an opponents total armor bonus (that is, AC 10), the Amazon is able to drive an especially powerful blow through the victims defenses. Against the attack, the opponent is considered to have an armor class penalty of -1 per 4 levels. This ability can only be used with a missile weapon. Note: The Amazon must have the Group One ability Critical Strike to gain this ability.

* Plague Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons with a deadly toxin. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is vaporized, destroyed. If an enchanted missile strikes an opponent, that opponent must make a successful save vs. Poison against the Amazons level, or be afflicted with a horrible poison that deals 1d4 points of Constitution damage;

creatures that do not have Constitution scores suffer a loss of 1d4 Hit Dice instead. Cumulative strikes with this ability do deal additional damage on each failed save. Additionally, any breathing creature, whether friend or foe, including the target, which is within 5 feet of the path of the missiles movement, must make a successful save vs. Poison, modified against the Amazons level, or is considered to not have Constitution as Prime; a victim that does not have Constitution as Prime that fails this check suffers a -2 penalty on all Constitution-based saves and checks for 3 rounds. This ability in no way enables an Amazon to

utilize poison by any other means. Note: The Amazon must have the Group Three ability Bolt of Lightning to gain this ability.

Group Five --

* Decoy: Once each day, an Amazon is able to generate an effect that is identical to the Illusionist spell project image, except that there is no save allowed to disbelieve the image; instead a save vs. Charm is allowed to resist attacking the image in place of the Amazon, and the image is not dispersed if struck. The duration of this effect is one round per point of Charisma. Note: The Amazon must have the Group Three ability Slow Missiles to gain this ability.

Evade: If the only action an Amazon performs is to move during a combat round, the Amazon gains a +2 bonus to Armor Class. Note: The Amazon must have the Group Three ability Avoid Missiles to gain this ability.

Fend: This ability is identical to that of the Fighters Combat Dominance ability as listed in the C&C Players Handbook. Note: The Amazon must have the Group Three ability Impale to gain this ability.

* Immolation Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to release an explosive fiery force on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon

successfully strikes an opponent, normal damage is not dealt; instead, 4d6 points of fire damage is delivered. Any creature within 10 feet of the struck victim must make a saving throw vs. Breath Weapon or suffer of 1d6, per two levels, points of fire damage from the explosive concussion; a failed save results in taking damage. The victim that is hit by the attack does not take this extra damage, and is not allowed a save. In addition, the ground around the struck victim, within 10 feet, bursts into flames, and continues to burn for 1d4 rounds, inflicting 1d6 points of fire damage to any creature that remains in the area.

Note: The Amazon must have the Group Three ability Exploding Missile to gain this ability.

Strafe: An Amazon is capable of delivering several rapid strikes in a very short time, raining death. When wielding a ranged weapon, a number of additional attacks equal to the characters Dexterity modifier are allowed. However, each attack taken suffers a cumulative -2 penalty, and deals a cumulative -1 point of damage on a successful strike; damage however, cannot be less than one point, regardless of the roll and penalty. Note: The Amazon must have the Group Four ability Guided Missile to

gain this ability.

Group Six --

* Freezing Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into ice shards whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is liquefied, destroyed. If an enchanted missile strikes an

opponent, that opponent suffers an additional 4d6 points of cold damage, with a save vs. Paralysis against the Base to Hit of the Amazon allowed to negate 1d3 rounds of paralysis; each round the victim remains paralyzed, a save vs. Death is allowed to negate suffering an additional 2d6 points of cold damage. Note: The Amazon must have the Group Four ability Ice Missile to gain this ability.

* Lightning Fury (Intelligence): Each day, an Amazon can enchant a number of nonmagical thrown missile weapons to discharge an electric jolt on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon successfully strikes an opponent, normal

damage is not dealt; instead, 1d6, per two levels, points of electrical damage is delivered. The effect then arcs to the nearest foe within 30 feet, dealing half this damage, repeating until there are no more foes within 30 feet of the previous victim, or the damage is reduced to 1 die. In all cases, a save vs. Breath Weapon is allowed to reduce damage suffered by half. Note: The Amazon must have the Group Four ability Plague Missile to gain this ability.

* Lightning Strike (Intelligence): Each day, an Amazon can enchant a nonmagical melee weapon to discharge an electric jolt on a successful hit. The maximum number of charges that can be stored in the weapon is equal to the Amazons Intelligence modifier, and the check is modified by a cumulative +4 per charge. This enchantment has a duration of 24 hours, and a charge not used within this duration is lost, dissipated. When the enchanted weapon successfully strikes an opponent, normal damage

is not dealt; instead 1d6, per 2 levels, points of electrical damage is delivered. The effect then arcs to the nearest foe within 30 feet, dealing half this damage, repeating until there are no more foes within 30 feet of the previous victim, or the damage is reduced to 1 die. In all cases, a save vs. Breath Weapon is allowed to reduce damage suffered by half. Note: The Amazon must have the Group Four ability Charged Strike to gain this ability.

Pierce : When making an attack roll for a ranged attack, if the Amazon successfully hits, the attack pierces the victim, and continues to a foe immediately behind the original target. A new attack roll, modified by half the Amazons Base to Hit, is rolled. If this attack hits, then the process continues until the Base to Hit modifier is reduced to 1. Each victim must be directly in line, and suffers normal damage for the attack. Note: The Amazon must have the Group Four ability Penetrate to gain this

ability.

Valkyrie: Once per day, an Amazon can summon a Valkyrie, as detailed in the Monsters section of this document. The summoned Valkyrie appears at any spot within 60 feet of the summoning Amazon, and obeys all orders until slain or the duration of this effect, which is a number of rounds equal to the Amazons Charisma score, elapses. Note: The Amazon must have the Group Five abilities Decoy and Evade to gain this ability.
Prime Attribute: Dexterity
Hit Dice: d10
Alignment: Any, though usually Lawful
Weapons: Any
Armor: As per Ranger detailed in the C&C Players Handbook
Abilities: Group Abilities I VI

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