Archer path for other Classes
Posted: Thu Sep 27, 2018 9:17 am
I've been wanting to make a suggestion to allow other base classes other than rangers to take Archer path: Similar to what Kensai path was to some of the base classes, modify the current archer path for Rangers to be available for other base classes such as Fighter, Barbarian, and Rogues (maybe even paladins).
But I figured I should start with feedback and some form of discussion before going into more details.
A quick look at the mechanics of Rangers:
1. Animal Companion, Animal Empathy (clutch summons)
2. Increased damage and other skill checks vs chosen race types (highly specialized DPS, in a sense)
3. Extra skill points compared to other martial classes
4. Full BAB progression but half-caster, similar to Paladins
5. Supposedly restricted to Nature deities for divine spellcasting, but not working atm (9/27/2018)
If we look at what the archer path do for rangers,
1. It increases their ranged damage output (2 dmg @ lvl4, +2 for every 8 lvls from that point on. +2 for low lvl ranger, +6 for lvl20+ rangers, or +8 for dedicated rangers)
2. Frees 2 to 3 pre-epic feats to utilize somewhere else (Riding, save feats, defensive feats, or hybrid melee/ranged choices)
3. Innate ability to create bundles. It is essentially a QoL improvement, though this specific advantage can be bridged with crafting for other classes that do not have access to easy bundles of ammo.
Note: dual wield bonuses are not mentioned due to this discussion being archer based
If we are to apply this to Fighters, Barbarians, and Rogues, what changes to the archer path should be considered for the three classes?
First we look at the base classes and some of their Arelith-specific changes:
Fighters
Fighter lvl1 start: Most likely the PC wants to preserve full BAB progression or utilize archer path. Lowest skill points from lvl1, however.
Dedicated Fighter levels (20+ of Fighter lvls): A lot of feats, extra passive AC, extra soft Dex, +1 or 2 AB that stacks with weapon AB to bypass any +5 DRs.
Suggested Archer Path for Fighters:
1. Increased Damage progression (better than that of Ranger's Archer Path, math and reasoning will be shown below)
2. No free pre-epic feats
3. Innate ability to create ammo
Barbarians
I'll be honest, I have yet to play any Barbarian characters here on Arelith. Perhaps those with experience can contribute their thoughts about Barbarians having the Archer Path here.
I am thinking similar to what the Ranger's path does:
1. Barb's archer path would provide the 3 ranged feats for free with 9 levels of barbarian levels
2. Increment of +2 damage over levels as well.
3. Apply all Melee bonuses to Ranged during rage instead, they no longer apply to melee.
4. Free ammo bundles/bags!
Rogues
Rogue lvl1 start: No full BAB progression, lots of skill points (8+int mod.)*4, that's a lot! Access to UMD and other plethora of skills
Dedicated Rogue levels (Let's say lvl24), +2 AB from rogue proficient weapons, another +2 AB attacking from stealth to compensate the loss of BAB from pre-epic levels.
The archer path for rogues should do the following, similar to Ranger's and Barbarian's:
1. Provide the 3 ranged feats for free
2. An increment of +2 damage starting @ lvl4 and for every 10 levels (+2 @ 4, +4 @ 14, +6 @ 24) since Rogues aren't a martial class
3. Restrict all the AB bonus to ranged weapons of the Rogue proficiency only
4. Free ammo bundles/bags
5. (Not sure if possible) Allow Sneak Attack range to be increased to 60m instead of 30m, higher rogue lvl required.
Math and boring stuffs:
A Ranger (archer) at 21 has the following average damage per shot: +6 (from path), +5 from FE, and +7 (2d6 from bane), total of 17
The ranger can also take 4 levels of fighter for another +6, which is now a total of 23.
+2 AB from bane, as well.
A fighter at lvl23 has: +6 (WS & EWS), +1 from Arelith Fighter bonus, DR piercing for Ashwood Crossbow & Elite Sling, total of 7
@ lvl25: +6 (WS & EWS), +2 from Arelith bonus, DR piercing for all +3 AB ranged weapons, total of 8
I suggest to allow Fighter's Archer Path to have a +2 ranged damage at an increment of 6 levels instead of 8 starting at lvl4:
4: +2 | 10: +4 | 16: +6 | 22: +8 | 28: +10
Therefore @ lvl 23, it'd be a total of extra 15 damage per shot, it will not be superior to that of a ranger's (17 base or 23 with fighter dip), at the same time allows bypassing most DR effects.
Keep in mind that fighters also do not have access to animal companions, divine spellcasting, or higher skill points base. Fighters will have higher AC and more feats, however.
But I figured I should start with feedback and some form of discussion before going into more details.
A quick look at the mechanics of Rangers:
1. Animal Companion, Animal Empathy (clutch summons)
2. Increased damage and other skill checks vs chosen race types (highly specialized DPS, in a sense)
3. Extra skill points compared to other martial classes
4. Full BAB progression but half-caster, similar to Paladins
5. Supposedly restricted to Nature deities for divine spellcasting, but not working atm (9/27/2018)
If we look at what the archer path do for rangers,
1. It increases their ranged damage output (2 dmg @ lvl4, +2 for every 8 lvls from that point on. +2 for low lvl ranger, +6 for lvl20+ rangers, or +8 for dedicated rangers)
2. Frees 2 to 3 pre-epic feats to utilize somewhere else (Riding, save feats, defensive feats, or hybrid melee/ranged choices)
3. Innate ability to create bundles. It is essentially a QoL improvement, though this specific advantage can be bridged with crafting for other classes that do not have access to easy bundles of ammo.
Note: dual wield bonuses are not mentioned due to this discussion being archer based
If we are to apply this to Fighters, Barbarians, and Rogues, what changes to the archer path should be considered for the three classes?
First we look at the base classes and some of their Arelith-specific changes:
Fighters
Fighter lvl1 start: Most likely the PC wants to preserve full BAB progression or utilize archer path. Lowest skill points from lvl1, however.
Dedicated Fighter levels (20+ of Fighter lvls): A lot of feats, extra passive AC, extra soft Dex, +1 or 2 AB that stacks with weapon AB to bypass any +5 DRs.
Suggested Archer Path for Fighters:
1. Increased Damage progression (better than that of Ranger's Archer Path, math and reasoning will be shown below)
2. No free pre-epic feats
3. Innate ability to create ammo
Barbarians
I'll be honest, I have yet to play any Barbarian characters here on Arelith. Perhaps those with experience can contribute their thoughts about Barbarians having the Archer Path here.
I am thinking similar to what the Ranger's path does:
1. Barb's archer path would provide the 3 ranged feats for free with 9 levels of barbarian levels
2. Increment of +2 damage over levels as well.
3. Apply all Melee bonuses to Ranged during rage instead, they no longer apply to melee.
4. Free ammo bundles/bags!
Rogues
Rogue lvl1 start: No full BAB progression, lots of skill points (8+int mod.)*4, that's a lot! Access to UMD and other plethora of skills
Dedicated Rogue levels (Let's say lvl24), +2 AB from rogue proficient weapons, another +2 AB attacking from stealth to compensate the loss of BAB from pre-epic levels.
The archer path for rogues should do the following, similar to Ranger's and Barbarian's:
1. Provide the 3 ranged feats for free
2. An increment of +2 damage starting @ lvl4 and for every 10 levels (+2 @ 4, +4 @ 14, +6 @ 24) since Rogues aren't a martial class
3. Restrict all the AB bonus to ranged weapons of the Rogue proficiency only
4. Free ammo bundles/bags
5. (Not sure if possible) Allow Sneak Attack range to be increased to 60m instead of 30m, higher rogue lvl required.
Math and boring stuffs:
A Ranger (archer) at 21 has the following average damage per shot: +6 (from path), +5 from FE, and +7 (2d6 from bane), total of 17
The ranger can also take 4 levels of fighter for another +6, which is now a total of 23.
+2 AB from bane, as well.
A fighter at lvl23 has: +6 (WS & EWS), +1 from Arelith Fighter bonus, DR piercing for Ashwood Crossbow & Elite Sling, total of 7
@ lvl25: +6 (WS & EWS), +2 from Arelith bonus, DR piercing for all +3 AB ranged weapons, total of 8
I suggest to allow Fighter's Archer Path to have a +2 ranged damage at an increment of 6 levels instead of 8 starting at lvl4:
4: +2 | 10: +4 | 16: +6 | 22: +8 | 28: +10
Therefore @ lvl 23, it'd be a total of extra 15 damage per shot, it will not be superior to that of a ranger's (17 base or 23 with fighter dip), at the same time allows bypassing most DR effects.
Keep in mind that fighters also do not have access to animal companions, divine spellcasting, or higher skill points base. Fighters will have higher AC and more feats, however.