Difference between revisions of "Class: Archer"

From Trinity Wiki
Jump to: navigation, search
Line 1: Line 1:
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="10;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
+
! colspan="10;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
 
|-
 
|-
 
| colspan="7"|&nbsp;
 
| colspan="7"|&nbsp;
| colspan="3" style="background:#EEB422;"|'''Archery'''
+
| colspan="3" style="background:#8A9381;"|'''Maneuvers'''
 
|-
 
|-
 
|width="5%"|'''Level'''
 
|width="5%"|'''Level'''
Line 12: Line 12:
 
|width="9%"|'''Will'''
 
|width="9%"|'''Will'''
 
|width="20%" align="left"|'''Special'''
 
|width="20%" align="left"|'''Special'''
|width="10%"|''Grade Accessible''
+
|width="10%"|''Maneuvers Known''
|width="10%"|''Tricks Known''
+
|width="10%"|''Max Maneuver Level''
 
|width="10%"|''Max Aim Tokens''
 
|width="10%"|''Max Aim Tokens''
 
|-
 
|-
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || Marksman || 1 || 5
+
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || 2 || 1st || 5
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || Marksman || 2 || 6
+
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || 3 || 1st || 6
 
|-
 
|-
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|Toxophilite || Marksman || 3 || 7
+
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || 4 || 2nd || 7
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 3 || 9
+
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || 6 || 2nd || 9
 
|-
 
|-
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 4 || 10
+
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || 7 || 3rd || 10
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 5 || 11
+
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || 8 || 3rd || 11
 
|-
 
|-
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 6 || 13
+
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || 10 || 4th || 13
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || Marksman || 6 || 14
+
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || 11 || 4th || 14
 
|-
 
|-
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|Toxophilite || Marksman || 7 || 15
+
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || 12 || 5th || 15
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || Deadeye || 8 || 17
+
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || 14 || 5th || 17
 
|-
 
|-
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || Deadeye || 9 || 18
+
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || 15 || 6th || 18
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || Deadeye || 9 || 19
+
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || 16 || 6th || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || Deadeye || 10 || 21
+
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || 18 || 7th || 21
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || Deadeye || 11 || 22
+
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || 19 || 7th || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || Deadeye || 12 || 23
+
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || 20 || 8th || 23
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || Sniper || 12 || 25
+
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || 22 || 8th || 25
 
|-
 
|-
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || Sniper || 13 || 26
+
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || 23 || 9th || 26
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || Sniper || 14 || 27
+
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || 24 || 9th || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || Sniper || 15 || 29
+
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || 25 || 9th || 29
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || Legendary || 15 || 30
+
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || 26 || 9th || 30
 
|}
 
|}
  
Line 63: Line 63:
 
: ''"Quieter than a gun, better range than a sword."''
 
: ''"Quieter than a gun, better range than a sword."''
  
The archer excels in combat at a distance, using skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, unlike any other warrior focused on a specific weapon or weapon group, the archer has little use for the typical trappings of warriors – she values agility and skill over brute force and weapon prowess. An experienced archer can be more adept than a fighter bowman, more dedicated than the ranger stylist, faster than a hasted barbarian, and deadlier than the most cunning assassin – and can bring all four down in a storm of arrows.
+
The archer excels in combat at a distance, using skill, speed, and accuracy to deadly effect. While other combatants traditionally focus on melee weapons, the archer is an expert in bows, slings, and crossbows. Due to their focus on agility and need to maintain distance, archers have little use for the typical trappings of warriors, often wearing light - if any - armor, and few carry no more than a dagger for personal defense when the chips are down.
  
Archers in Trinity have a somewhat unusual pedigree. While guns and other more powerful ranged weaponry exist, almost all of them eventually fall under the purview of a Force, making their reliability against all foes somewhat suspect. Bows, meanwhile, are sufficiently simply for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.
+
Archers in Trinity have a somewhat unusual pedigree. While guns and other more powerful ranged weaponry exist, almost all of them eventually fall under the purview of a Force, making their reliability against all foes somewhat suspect. Bows, meanwhile, are sufficiently simple for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.
  
'''RPS Theory:''' Archers occupy an unusual position, in that they are theoretically able to down any RPS opponent, ''if'' they have range. An RPS melee combatant who manages to close with an archer will likely win quite decisively.
+
The archer's primary focus in combat is on range, and on maintaining it. Given sufficient distance, she can - eventually - fell any creature. However, should she become engaged in melee combat, she is at a distinct disadvantage, and will most likely fall. As such, archers prefer to attack from the rear, and while some charge in head-first alongside more melee-oriented combatants, most prefer someone screen for them against their assailants.
  
 
==Game Rule Information==
 
==Game Rule Information==
Line 80: Line 80:
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
'''Class Skills:''' The archer’s class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Per), and Survival (Wis).
+
'''Class Skills:''' The archer’s class skills are [[Skills#Agility|Agility]] (Dex), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Per), Survival (Wis), and Tumble (Dex).
  
'''Skill Points at Each Level:''' 4 + Int.
+
'''Skill Points at Each Level:''' 4 + Int modifier.
  
'''Alignment:''' Any.
+
'''Ethos:''' Any.
  
'''Starting Age:''' As a fighter.
+
'''Starting Age:''' Simple.
  
 
'''Starting Gold:''' 6d4 x 10gp.
 
'''Starting Gold:''' 6d4 x 10gp.
Line 95: Line 95:
 
All of the following are class features of the archer.
 
All of the following are class features of the archer.
  
'''Weapons and Armor Proficiency:''' Archers are proficient with all simple weapons and all martial bows. They are proficient with light armor but not with shields.
+
'''Weapons and Armor Proficiency:''' Archers are proficient with all simple weapons and all martial ranged weapons. They are proficient with light armor but not with shields.
  
At each even level, the archer gains proficiency with an additional bow of her choice, as though she gained the Exotic Weapon Proficiency feat.
+
At each even level, the archer gains proficiency with an additional ranged weapon of her choice, as though she gained the Exotic Weapon Proficiency feat.
  
 
'''Archery Attack Bonus:''' Unlike most other classes, archers are specialized in one class of weapons, specifically ranged weapons. Due to this, archers use a different attack bonus when using ranged weapons.
 
'''Archery Attack Bonus:''' Unlike most other classes, archers are specialized in one class of weapons, specifically ranged weapons. Due to this, archers use a different attack bonus when using ranged weapons.
Line 104: Line 104:
  
 
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Aim Pool: Aim Tokens</font></div>
+
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Aim Pool: Aim Tokens</font></div>
 
|-
 
|-
 
|width="50%"|'''Action Taken'''
 
|width="50%"|'''Action Taken'''
 
|width="50%"|'''Aim Tokens Gained'''
 
|width="50%"|'''Aim Tokens Gained'''
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Move || 1
 
| Move || 1
 
|-
 
|-
 
| Standard || 2
 
| Standard || 2
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Full || 4
 
| Full || 4
 
|-
 
|-
 
| Opponent remains still || 1
 
| Opponent remains still || 1
 
|}
 
|}
'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer tricks (see below) allow you to gain tokens by taking other actions; in addition, if your target does not move on their turn, you gain additional aim tokens.
+
'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool; the target of your aim pool is your ''quarry''. If at any time you lose sight of your ''quarry'', you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer abilities allow you to gain tokens by taking other actions; in addition, if your ''quarry'' does not move on their turn, you gain additional aim tokens.
 +
 
 +
Making a new target your ''quarry'' is a free action, but you lose all your accumulated aim tokens.
  
 
The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
 
The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
  
'''Archer Tricks (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While almost anyone can pick up a bow and use it reasonably proficiently, archers are masters of the craft, and can perform feats of archery that are beyond most others, even other martial individuals.
+
'''Maneuvers (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While almost anyone can pick up a bow and use it reasonably proficiently, archers are masters of the craft, and can perform feats of archery that are beyond most others, even other martial individuals.
 
+
Tricks cost a specific amount based on grade.
+
 
+
* '''Marksman:''' 1
+
* '''Deadeye:''' 2
+
* '''Sniper:''' 4
+
* '''Legendary:''' 20
+
 
+
Tricks follow the following rules regarding their usage.
+
 
+
* You cannot improve the effects of a trick by spending additional aim tokens, unless a trick specifically states you can.
+
* You must decide to use a trick before you make any attack rolls.
+
* The benefits of a trick apply to all your ranged attacks made against the target of your aim pool until the start of your next turn.
+
* You can only benefit from one trick of each grade in a given round.
+
 
+
At fourth level, and every four levels after, you can trade out one archer trick you know for any other, of any grade you can access.
+
  
'''Toxophilite:''' At each level from 2nd to 9th, the archer gains an ability that represents her dedication to the cause of archery. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.
+
Maneuvers cost an amount of aim tokens equal to their maneuver level to use. If you are using a Counter or Strike maneuver, you must include your ''quarry'' among its targets or within the maneuver's area; if you do not, the maneuver costs double the normal amount of aim tokens.
  
If an ability would grant a feat that you already have, you automatically gain that ability if you meet all of its prerequisites.
+
At fourth level, and every four levels after, you can trade out one archer maneuver you know for any other, of any level you can access.
  
: '''''Example:''' Silaqui is a 1st level archer. She takes Point Blank Shot as her first level feat, and thus gains the Point Blank Shot Toxophilite ability.''
+
'''Toxophilite:''' At each even level from 2nd to 9th, the archer gains an ability that represents her dedication to the cause of archery. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.
  
 +
* ''Agile Shots (Ex):'' You gain your Dexterity bonus to damage on ranged attacks.
 +
* ''Close-Quarters Archery (Ex):'' You no longer provoke attacks of opportunity when using a ranged weapon within a threatened square. At the beginning of your turn, if your ''quarry'' is within 30 feet of you, you gain one aim token.
 +
* ''Evasion (Ex):'' You gain ''evasion''.
 +
* ''Extended Range (Ex):'' When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled.
 
* ''Far Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/far-shot-combat---final Far Shot] feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
 
* ''Far Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/far-shot-combat---final Far Shot] feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
** ''Far Shot II (Ex):'' When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled. (''Prerequisites:'' Far Shot)
+
* ''Nimble Archery (Ex):'' You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you made an attack against your ''quarry'' while moving.
*** ''Far Shot III (Ex):'' When [http://www.d20srd.org/srd/skills/hide.htm#Sniping sniping], you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20. (''Prerequisites:'' Far Shot, Far Shot II)
+
* ''Precise Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final Precise Shot] feat. At the beginning of your turn, if you can see your ''quarry'', you gain one aim token.  
**** ''Far Shot IV (Ex):'' If you make a ranged attack as a standard action or an attack action (but not as a full attack action), you can gain precision-based damage, such as sneak attack, out to a range equal to your weapon's first range increment. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens. (''Prerequisites:'' Far Shot, Far Shot II, Far Shot III)
+
* ''Point Blank Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final Point Blank Shot] feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if your ''quarry'' is within 30 feet of you, you gain one aim token.  
***** ''Far Shot V (Ex):'' You can gain precision-based damage, such as from sneak attack, out to a range of 60 feet with all ranged attacks. (''Prerequisites:'' Far Shot, Far Shot II, Far Shot III, Far Shot IV)
+
* ''Shot on the Run (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/shot-on-the-run-combat---final Shot on the Run] feat. You gain one aim token at the end of your turn if you made an attack against your ''quarry'' while moving.  
****** ''Far Shot VI (Ex):'' If you make a ranged attack as a standard action or an attack action (but not as a full attack action), you can gain precision-based damage, such as sneak attack, out to a range equal to your weapon's second range increment. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens. (''Prerequisites:'' Far Shot, Far Shot II, Far Shot III, Far Shot IV, Far Shot V)
+
* ''Sniping (Ex):'' When sniping, you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20.
* ''Manyshot (Ex):'' As a standard action, you may fire two projectiles or throw two weapons at a single opponent within 30 feet. Both weapons or missiles use the same attack roll (with a -4 penalty) to determine success, but each inflicts damage separately. You only gain precision-based damage with the first of these weapons or missiles. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage. DR and similar effects apply to each missile or weapon.
+
** ''Manyshot II (Ex):'' You may fire an additional arrow or throw an additional weapon when you use ''Manyshot''. You take a -4 penalty to your attack roll for each such attack. (''Prerequisites:'' Manyshot)
+
*** ''Manyshot III (Ex):'' When you use ''Manyshot'', you can aim your attacks at multiple targets. Use the same attack roll (and threat confirmation roll, if applicable) for each shot, but apply the result based on each target's AC. It is possible for you to hit with some attacks and miss with others. Each of your targets must be within 10 feet of at least one other target. You can gain precision-based damage once per target, and similarly you can score a critical hit once per target. (''Prerequisites:'' Manyshot, Manyshot II)
+
**** ''Manyshot IV (Ex):'' You may fire an additional arrow or throw an additional weapon when you use ''Manyshot''. You take a -4 penalty to your attack roll for each such attack. This effect stacks with ''Manyshot II''. (''Prerequisites:'' Manyshot, Manyshot II, Manyshot III)
+
***** ''Manyshot V (Ex):'' Precision-based damage applies to all projectiles or weapons when you use ''Manyshot''. If you score a critical hit when using ''Manyshot'', each projectile or weapon deals critical damage. (''Prerequisites:'' Manyshot, Manyshot II, Manyshot III, Manyshot IV)
+
* ''Point Blank Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final Point Blank Shot] feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if you and the target of your aim pool are within 30 feet, you gain one aim token.
+
** ''Point Blank Shot II (Ex):'' You gain a +4 dodge bonus to AC against attacks of opportunity caused by using a ranged weapon within a threatened area. (''Prerequisites:'' Point Blank Shot)
+
*** ''Point Blank Shot III (Ex):'' You gain your Dexterity bonus to damage on ranged attacks. This counts as precision-based damage, and so usually applies only to targets within 30 feet. (''Prerequisites:'' Point Blank Shot, Point Blank Shot II)
+
**** ''Point Blank Shot IV (Ex):'' You no longer provoke attacks of opportunity when using a ranged weapon within a threatened square. At the beginning of your turn, if you and the target of your aim pool are within 30 feet, you gain one aim token. (''Prerequisites:'' Point Blank Shot, Point Blank Shot II, Point Blank Shot III)
+
***** ''Point Blank Shot V (Ex):'' If you move into your target's square and make a ranged attack, your target is considered flat-footed for that attack. (''Prerequisites:'' Point Blank Shot, Point Blank Shot II, Point Blank Shot III, Point Blank Shot IV)
+
* ''Precise Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final Precise Shot] feat. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token.
+
** ''Precise Shot II (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot)
+
*** ''Precise Shot III (Ex):'' When using a projectile or thrown weapon, increase its critical damage multiplier by 1. (''Prerequisites:'' Precise Shot, Precise Shot II)
+
**** ''Precise Shot IV (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III)
+
***** ''Precise Shot V (Ex):'' You can spend five aim tokens to reroll a ranged attack roll, before you know the result. You must take the result of the reroll, even if it is worse. You cannot use this ability more than once per round. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV)
+
****** ''Precise Shot VI (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V)
+
******* ''Precise Shot VII (Ex):'' You automatically confirm all ranged critical threats. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V, Precise Shot VI)
+
******** ''Precise Shot VIII (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V, Precise Shot VI, Precise Shot VII)
+
********* ''Precise Shot IX (Ex):'' All sneak attack damage dice granted by ''Precise Shot'' Toxophilite abilities become d8's, rather than d6's. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V, Precise Shot VI, Precise Shot VII, Precise Shot VIII)
+
* ''Rapid Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final Rapid Shot] feat.
+
** ''Rapid Shot II (Ex):'' Select a target point within your weapon's first range increment. As a full round action, you can make one ranged attack on all targets within a 20 foot radius of your selected point. You must have line of effect and line of sight to all targets whom you wish to attack. You take a -4 penalty to each of your attacks. (''Prerequisites:'' Rapid Shot)
+
*** ''Rapid Shot III (Ex):'' When you take a full attack action with a ranged weapon, you may make an additional attack at your highest attack bonus. You suffer a -4 penalty on all attacks for that action. (''Prerequisites:'' Rapid Shot, Rapid Shot II)
+
**** ''Rapid Shot IV (Ex):'' When you take a full attack action with a ranged weapon, you may make an additional attack at your highest attack bonus. You suffer a -4 penalty on all attacks for that action. This effect stacks with ''Rapid Shot III''. (''Prerequisites:'' Rapid Shot, Rapid Shot II, Rapid Shot III)
+
***** ''Rapid Shot V (Ex):'' When you use ''Rapid Shot II'', you can make two attacks against each creature, rather than one. If you do, all your attacks suffer a -8 penalty. (''Prerequisites:'' Rapid Shot, Rapid Shot II, Rapid Shot III, Rapid Shot IV)
+
* ''Shot on the Run (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/shot-on-the-run-combat---final Shot on the Run] feat. You gain one aim token at the end of your turn if you attack in this manner and your attack is on the target of your aim pool. (''Prerequisites:'' Archer level 4th+)
+
** ''Shot on the Run II (Ex):'' You gain a +4 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you use ''Shot on the Run'' and your attack is on the target of your aim pool. (''Prerequisites:'' Archer level 4th+, Shot on the Run)
+
*** ''Shot on the Run III (Ex):'' When you use ''Shot on the Run'', if your target is within 30 feet, you deal double damage. This additional damage is considered precision-based. (''Prerequisites:'' Archer level 4th+, Shot on the Run, Shot on the Run II)
+
**** ''Shot on the Run IV (Ex):'' You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you use ''Shot on the Run'' and your attack is on the target of your aim pool. (''Prerequisites:'' Archer level 4th+, Shot on the Run, Shot on the Run II, Shot on the Run III)
+
***** ''Shot on the Run V (Ex):'' When you use ''Shot on the Run'', if you move at half your speed or slower, you can instead make a full attack action. If you do, all the attacks must be made from the same square. (''Prerequisites:'' Archer level 4th+, Shot on the Run, Shot on the Run II, Shot on the Run III, Shot on the Run IV)
+
  
 
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Improved Aim Pool: Aim Tokens</font></div>
+
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Improved Aim Pool: Aim Tokens</font></div>
 
|-
 
|-
 
|width="50%"|'''Action Taken'''
 
|width="50%"|'''Action Taken'''
 
|width="50%"|'''Aim Tokens Gained'''
 
|width="50%"|'''Aim Tokens Gained'''
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Swift || 1
 
| Swift || 1
 
|-
 
|-
 
| Move || 2
 
| Move || 2
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Standard || 3
 
| Standard || 3
 
|-
 
|-
 
| Full || 5
 
| Full || 5
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Opponent remains still || 2
 
| Opponent remains still || 2
 
|}
 
|}
Line 200: Line 161:
  
 
* ''Aim Focus:'' Increase the max number of aim tokens you can have by 2. You can take this talent multiple times; its effect stacks.
 
* ''Aim Focus:'' Increase the max number of aim tokens you can have by 2. You can take this talent multiple times; its effect stacks.
* ''Aim with my Mind (Ex):'' If you do not have sight of the target of your aim pool at the beginning of your turn, you lose half your aim tokens, rounded down, instead of losing all of your aim tokens.
+
* ''Aim with my Mind (Ex):'' If you do not have sight of your ''quarry'' at the beginning of your turn, you lose half your aim tokens, rounded down, instead of losing all of your aim tokens.
* ''Double Trouble (Ex):'' You can have two creatures as the targets of your aim pool. When you target a second creature, you halve the maximum number of aim tokens you can have until you have one or fewer targets of your aim pool.
+
* ''Double Trouble (Ex):'' You can have two ''quarries'' at the same time. When you target a second creature, you halve the maximum number of aim tokens you can have until you have one or fewer ''quarries''. Abilities that key off of your ''quarry'' can be used in regards to either creature. If you have two ''quarries'' and use a free action to designate a new ''quarry'', you lose only half your aim tokens, rather than all of them.
* ''Evasion (Ex):'' You gain evasion.  
+
** ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
+
 
* ''Expert Archer:'' You gain a +2 insight bonus on attack and damage rolls with all ranged weapons. You can take this talent multiple times; its effect stacks, and each time you do, increase your total bonus by the number of times you have previously taken this talent.
 
* ''Expert Archer:'' You gain a +2 insight bonus on attack and damage rolls with all ranged weapons. You can take this talent multiple times; its effect stacks, and each time you do, increase your total bonus by the number of times you have previously taken this talent.
 
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Supreme Aim Pool: Aim Tokens</font></div>
+
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Supreme Aim Pool: Aim Tokens</font></div>
 
|-
 
|-
 
|width="50%"|'''Action Taken'''
 
|width="50%"|'''Action Taken'''
 
|width="50%"|'''Aim Tokens Gained'''
 
|width="50%"|'''Aim Tokens Gained'''
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Swift || 2
 
| Swift || 2
 
|-
 
|-
 
| Move || 4
 
| Move || 4
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Standard || 6
 
| Standard || 6
 
|-
 
|-
 
| Full || 10
 
| Full || 10
|-style="background:#FFD94F;"
+
|-style="background:#B1B7AB;"
 
| Opponent remains still || 4
 
| Opponent remains still || 4
 
|}
 
|}
Line 224: Line 183:
 
* ''Improved Aim Pool:'' The rate at which you accrue aim tokens improves.
 
* ''Improved Aim Pool:'' The rate at which you accrue aim tokens improves.
 
** ''Supreme Aim Pool:'' The rate at which you accrue aim tokens improves. (''Prerequisite:'' Improved Aim Pool)
 
** ''Supreme Aim Pool:'' The rate at which you accrue aim tokens improves. (''Prerequisite:'' Improved Aim Pool)
 +
* ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
 
* ''Ranged Defense (Ex):'' You gain DR 5/- against ranged, but not firearm, attacks. In addition, as an immediate action, you can catch an arrow fired at you and shoot it any target you choose, as if you had the [http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final Snatch Arrows] feat.  
 
* ''Ranged Defense (Ex):'' You gain DR 5/- against ranged, but not firearm, attacks. In addition, as an immediate action, you can catch an arrow fired at you and shoot it any target you choose, as if you had the [http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final Snatch Arrows] feat.  
* ''Sniper (Ex):'' You gain +1d6 sneak attack, usable only with ranged weapons. If you have ''Precise Shot IX'', this becomes +1d8 sneak attack instead. You can take this talent multiple times; its effect stacks.
+
* ''Sniper (Ex):'' You gain +1d6 sneak attack, usable only with ranged weapons. You can take this talent multiple times; its effect stacks.
* ''Toxophilite Mastery:'' You gain two additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
+
* ''Toxophilite Mastery:'' You gain one additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
* ''Tricks of the Trade:'' You learn an additional archer trick of your choice. You can take this talent multiple times.
+
 
* ''Uncanny Dodge (Ex):'' You gain uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge, if you have that ability.  
 
* ''Uncanny Dodge (Ex):'' You gain uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge, if you have that ability.  
 
** ''Improved Uncanny Dodge (Ex):'' You gain improved uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge. (''Prerequisite:'' Uncanny Dodge)  
 
** ''Improved Uncanny Dodge (Ex):'' You gain improved uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge. (''Prerequisite:'' Uncanny Dodge)  
* ''Feat:'' The archer may select a bonus feat in place of a talent.  
+
* ''Feat:'' The archer may select a bonus feat in place of a talent.
 +
 
 +
==Maneuver List==
 +
The following is the archer maneuver list.
  
==Tricks==
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Marksman Archer Tricks</font></div>
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">1st-Level Archer Maneuvers</font></div>
 
|-
 
|-
! width="20%" align="left"|Trick Name
+
! width="16%" align="left"|Maneuver Name
! width="80%" align="left"|Effect
+
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Accurate Shot || If you make a ranged attack as part of an attack action or a full attack action (but not a standard action), you gain a +1 bonus to your attack roll for every aim token you spend on this ability. You can spend up to 5 tokens in this way, to gain a +5 bonus. This bonus applies only to one attack roll, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend the bonus to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a ''Manyshot'' attack.
+
|Called Shot || Standard || Strike || '''Spot Check -''' if succeed, deal +2d6 damage; if fail, -2 to attack roll.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Armor-Piercing Shot || If you make a ranged attack as part of an attack action or a full attack action (but not a standard action), you can decrease your target's damage reduction (if any) by 2 points per aim token spent. You may spend up to 5 aim tokens to decrease your target's DR in this way. The decreased DR applies only to one attack roll, but you can also spend tokens to extend it to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend this benefit to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a ''Manyshot'' attack.
+
|Curveshot || Standard || Strike || '''Spot Check -''' if succeed, ignore cover.
 
|-align="left"  
 
|-align="left"  
|Close-Quarters Archery || You must have the Point Blank Shot Toxophilite ability and be using a projectile weapon to use this ability. You may use your ranged weapon as a melee weapon until the start of your next turn; if you do, you lose half of your aim tokens, rounded down. You threaten spaces up to your normal reach and make attacks of opportunity as normal. You may not make ranged attacks in the round in which you use this ability.
+
|Distant Reaper || Swift || Boost || After dropping a creature, make another ranged attack at an adjacent creature.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Distant Shot || You must have the Far Shot Toxophilite ability and be using a projectile weapon to use this ability. Your ranged attacks against a target at distances within the 10th range increment are treated as being at the 9th range increment for the purpose of determining the penalty to attacks. For every additional token spent, reduce these numbers by 1. For example, if you spend 2 tokens, a target within the 9th to 10th range increment is treated as being at the 8th range increment; if you spend 3 tokens, a target within the 8th to 10th range increment is treated as being at the 7th range increment; etc. You may spend up to 5 aim tokens this way.
+
|Hawk's Eyes || Swift || Stance || Increase max range and accuracy of ranged weapons.
 
|-align="left"  
 
|-align="left"  
|Hamstring Shot || By spending 2 aim tokens, you aim your shot to slow your target down in addition to causing injury. If your next attack successfully deals damage, your target must make a Fortitude save (DC 10 + 1/2 your archer level + your Dexterity modifier + additional tokens spent). If he fails, he can only move at half normal speed until the end of his turn. You may spend up to 5 additional tokens to increase the DC of the save.
+
|Hobbling Shot || Standard || Strike || Attack slows creature's movement.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Improved Manyshot || You must have the Manyshot Toxophilite ability to use this ability. When you make a ''Manyshot'' attack on the target of your aim pool, you can spend 2 tokens to reduce the attack penalty by 2.
+
|Hunter's Eyes || Swift || Stance || Increase damage against ''quarried'' target.
 
|-align="left"  
 
|-align="left"  
|Improved Precise Shot || You must have the Precise Shot Toxophilite ability to use this ability. By spending 1 aim token, you gain +1d8 points of precision-based damage on your next ranged attack. You can spend additional aim tokens for extra damage, at 1 token per extra 1d8 points. The maximum number of tokens you can spend is 5 or half your archer class level, whichever is lower. You only get the extra damage on your next attack. Creatures immune to critical hits and sneak attacks are also immune to this damage.
+
|Manyshot || Standard || Strike || Make two ranged attacks, each at -2 penalty.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Improved Rapid Shot || You must have the Rapid Shot Toxophilite ability to use this ability. You can spend 2 tokens to reduce the attack penalty on the target of your aim pool by 2, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack.
+
|Marksman's Shot || Full || Strike || Range penalties reduced by -2, deal +1d6 damage.
 
|-align="left"  
 
|-align="left"  
|Unerring Shot || Spend 1 aim token to use this ability. Before you make your attack, your target must make a Reflex save (DC 10 + 1/2 your archer level + additional tokens spent). If he fails, he is flat-footed against your next attack; this does not apply to your subsequent shots. You may spend up to 5 additional tokens to increase the DC of the save.
+
|Point Blank Threat || Reaction || Counter || Make a ranged attack against a creature that provoked an attack of opportunity from an ally.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Steady Hand || Swift || Boost || Extend a ranged weapon's first range increment by 30 feet for next attack.
 
|}
 
|}
  
Line 261: Line 226:
  
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Deadeye Archer Tricks</font></div>
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">2nd-Level Archer Maneuvers</font></div>
 
|-
 
|-
! width="20%" align="left"|Trick Name
+
! width="16%" align="left"|Maneuver Name
! width="80%" align="left"|Effect
+
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arrow Ladder Shot || Unlike other aim pool-based abilities, you can use this option only against objects or creatures at least one size category larger than you. You earn your aim tokens against such targets as normal. In the case of objects, you earn aim tokens as normal if they are motionless. When you make your attack, you may spend 1 aim token for every 5 feet of the creature’s height to create a “ladder” of arrows. You perforate the target with projectiles that you and your allies can then use as rungs to climb up the target (Climb check, DC 5). You use 2 arrows per 5 feet of height; completing this attack requires a full-round action. If your attack misses, the “rungs” are spaced too far apart to be usable, or perhaps some of the arrows loosen and fall. You can start an arrow ladder on one round and complete it on the next. This attack inflicts damage for one ranged attack as normal. If the damage fails to beat an object’s hardness, you fail to form the ladder. Your weapon must inflict piercing damage to use this ability. You can choose to create a persistent ladder, or it can fall apart after one use.
+
|Arc of Mobility || Full || Strike || Move up to your speed; make two ranged attacks during your movement.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Critical Shot || If you make a successful ranged attack as part of a standard action or an attack action (but not a full attack action), treat your d20 roll as 10 higher than it actually is for the purpose of determining if it threatens a critical hit. This ability costs 2 aim tokens to use. For every additional token spent, you can treat your d20 roll as 3 points higher to determine if it is a critical threat. (Thus spending 5 tokens is enough to guarantee a critical threat on a successful attack, since a natural 1 on the attack roll is always a miss.)
+
|Blindside || Standard || Strike || Make ranged attack, target becomes flat-footed.
 
|-align="left"  
 
|-align="left"  
|Daunting Shot || By spending 2 aim tokens, your next shot, if it hits, can cause your target to become ''shaken'' for 2d4 rounds. A Will save (DC equal to 10 + damage dealt) negates the effect. You cannot use this ability to impose a condition worse than ''shaken'' upon a creature.
+
|Feel the Wind || Swift || Boost || Overcome environmental difficulties for ranged combat.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Deadly Shot || By spending 2 aim tokens, you gain a bonus to damage equal to half your Dexterity bonus to all your ranged attacks on the target of your aim pool until the start of your next turn.
+
|Field of Quills || Full || Strike || You shoot a storm of arrows, dealing damage and causing difficult terrain in a 10-foot burst.
 
|-align="left"  
 
|-align="left"  
|Disrupting Shot || To use this ability, you must ready an action to fire at your target. If you hit and successfully deal damage, your target must make a Fortitude save (DC 10 + 1/2 your archer level + your Dexterity modifier + additional tokens spent) or lose their actions for the rest of their turn. You may spend up to 10 additional tokens to increase the DC of the save.
+
|Hammerblow Shot || Standard || Strike || Ranged attack deals +2d6 damage, can bull rush target.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Greater Armor-Piercing Shot || If you make a ranged attack as part of an attack action or a full attack action (but not a standard action) and spend 4 aim tokens, you can ignore your target's damage reduction until the start of your next turn. This bonus applies only to one attack roll, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend the bonus to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a ''Manyshot'' attack.
+
|Hidden Thorn || Swift || Boost || Make a ranged attack at -2 penalty.
 
|-align="left"  
 
|-align="left"  
|Greater Manyshot || You must have the Manyshot Toxophilite ability to use this ability. When you make a ''Manyshot'' attack on the target of your aim pool, you can spend 2 tokens to reduce the attack penalty by 2. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|Intercepting Shade || Reaction || Counter || Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Greater Precise Shot || You must have the Precise Shot Toxophilite to use this ability. By spending 2 tokens, your ranged attacks ignore the defense bonus granted to your target by anything less than total cover, and the miss chance granted by anything less than total concealment. In addition, if your target is in a grapple, you can ignore the chance of hitting another grappler.
+
|Mighty Arrows || Swift || Boost || Your ranged attacks against targets within 30 feet deal +1d6 damage for 1 round.
 
|-align="left"  
 
|-align="left"  
|Greater Rapid Shot || You must have the Rapid Shot Toxophilite to use this ability. You can spend 2 tokens to reduce the attack penalty on the target of your aim pool by 2, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|Pierce the Shadows || Swift || Boost || You can see ''invisible'' and ''ethereal'' creatures and objects for 1 round.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"
|Greater Shot on the Run || You must have the Shot on the Run Toxophilite to use this ability. You deal an additional 3 points of damage per aim token spent when you use a full attack action to move and attack, as given in that ability's description. You can spend up to 5 tokens for extra damage in this way.
+
|Rhythm of Air || Full || Strike || Make three ranged attacks, each at -2 penalty.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">3rd-Level Archer Maneuvers</font></div>
 +
|-
 +
! width="16%" align="left"|Maneuver Name
 +
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 +
|-style="background:white;" align="left"
 +
|Arrow Onslaught || Full || Strike || Ranged attack becomes a 30-foot cone, at -4 penalty.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Confound the Blade || Standard || Strike || Ranged attack deals +3d6 damage, can disarm target.
 
|-align="left"  
 
|-align="left"  
|Improved Ranged Sunder || As a standard action, you can spend 2 tokens to make a ranged sunder attempt on your target. You take a -4 penalty to your opposed check.
+
|Deft Shot || Standard || Strike || Ranged attack deals +1d6 damage, resolve as touch attack, ignores DR, Hardness, and ''protect''.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Flanking Shot || Standard || Strike || Ranged attack deals +2d6 damage, target is treated as flanked for 1 round.
 +
|-align="left"
 +
|Hail of Arrows || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Impaling Shot || Full || Strike || Ranged attack becomes a 60-foot line attack, at -4 penalty.
 +
|-align="left"
 +
|Mercy of the Hunter || Swift || Boost || Ranged attacks get +4 to hit against ''bloodied'' creatures, +8 against ''critical'' creatures.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Stalking Hunter Stance || Swift || Stance || May make ranged attacks while moving, +4 AC against ranged attacks.
 +
|-align="left"
 +
|Sure Shot || Standard || Strike || Ranged attack gets +20 to hit, deals +2d6 damage.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Unerring Shot || Standard || Strike || Ranged attack ignores cover and concealment.
 
|}
 
|}
  
Line 292: Line 288:
  
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Sniper Archer Tricks</font></div>
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">4th-Level Archer Maneuvers</font></div>
 
|-
 
|-
! width="20%" align="left"|Trick Name
+
! width="16%" align="left"|Maneuver Name
! width="80%" align="left"|Effect
+
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Death Shot || You must have the Precise Shot Toxophilite to use this ability, and the target of your aim pool must be flat-footed. Make a single attack as a standard action; if you hit and successfully deal damage, by spending 10 aim tokens you can force your opponent to make a Fortitude save or be dropped immediately. The DC on the save is 10 + 1/2 your archer level + your Dexterity modifier + additional tokens spent; failure means your opponent is immediately reduced to -1 hit points. You can spend up to 10 tokens to increase the DC of the save. You may use this ability only once per target per encounter, and it counts as a precision-based effect.
+
|Arc of Accuracy || Swift || Boost || Shots fired within first range increment ignore cover.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"
|Improved Ranged Disarm || You fire an arrow to knock a weapon from an opponent’s hand. Spend 4 aim tokens and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.
+
|Called Shot, Greater || Standard || Strike || '''Spot Check -''' if succeed, deal +6d6 damage and target is flat-footed; if fail, -2 to attack roll.  
 +
|-align="left"  
 +
|Celeritous Volley || Standard || Strike || Make a full attack action. All your attacks must be ranged attacks.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Farsighted Focus || Move || Boost || You can visualize the battlefield from another angle.
 
|-align="left"  
 
|-align="left"  
|Improved Ranged Trip || As a normal attack, you may spend at least 4 aim tokens to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your archer level + number of tokens spent) or be knocked ''prone''. You can spend up to 10 additional tokens to improve the saving throw DC of this ability.
+
|Interjecting Shot || Reaction || Counter || Negate melee attack within 30 ft. with opposed attack roll.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Power Shot || For every aim token you spend, you may subtract 1 from your ranged attack rolls for the round and gain 1 point of bonus damage to your ranged damage rolls. This counts as precision-based damage, and the attack penalties apply even if your target is out of range for the damage bonus. You may spend up to 5 tokens in this way, for a total -5 penalty to attacks and a +5 bonus to damage.
+
|Moment of Fate || Swift || Boost || When you miss with a ranged attack, reroll the attack roll with a +2 bonus.
 
|-align="left"  
 
|-align="left"  
|Ricochet Shot || You may take a single shot at an opponent who is out of your line of sight by banking and ricocheting shots. You suffer a –4 penalty to all your attacks, and your opponent must have been in your line of sight on your previous turn. This attack assumes that a clear, physical path exists between you and your target. If you have lost sight of the target of your aim pool, you must declare at the beginning of your turn that you intend to use this trick, and can only use it against that creature.
+
|Rebuke of the Heavens || Full || Strike || Make a full attack; target may gain a status effect dependant on how many attacks hit.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Supreme Manyshot || You must have the Manyshot Toxophilite ability to use this ability. When you make a ''Manyshot'' attack on the target of your aim pool, you can spend 4 tokens to reduce the attack penalty by 4. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|Searing Break || Swift || Boost || All ranged attacks deal +3d6 damage for one round.
 
|-align="left"  
 
|-align="left"  
|Supreme Rapid Shot || You must have the Rapid Shot base Toxophilite ability to use this ability. You can spend 4 tokens to reduce the attack penalty on the target of your aim pool by 4, when you use ''Rapid Shot''. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|Sniper's Stance || Swift || Stance || Suffer only a -5 penalty to Hide checks after shooting.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Unveiling Shot || Standard || Strike || Ranged attack; if you hit, ''dispel'' any illusion effects on the target.
 
|}
 
|}
  
Line 315: Line 319:
  
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Legendary Archer Tricks</font></div>
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">5th-Level Archer Maneuvers</font></div>
 
|-
 
|-
! width="20%" align="left"|Trick Name
+
! width="16%" align="left"|Maneuver Name
! width="80%" align="left"|Effect
+
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Eagle Eye || All of your shots for the rest of your action hit, as long as you have line of sight to your target. Do not roll to resolve your attacks.
+
|Blinding Shot || Standard || Strike || Ranged attack deals +6d6 damage, can ''blind'' target.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"  
|Heartstriker || Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
+
|Felling Volley || Full || Strike || Make a full attack; target gains status effects dependant on how many attacks hit.
 
|-align="left"  
 
|-align="left"  
|Impossible Shot || You may take a single shot at an opponent that has total cover against you or that you otherwise would not be able to hit, such as no actual physical path existing between you and the target. You suffer a -10 penalty to all your attacks, and you must know that the target exists and have at least some idea of where the creature is.
+
|Focused Shot || Standard || Strike || Ranged attack deals +5d6 damage, can pin target.
|-style="background:#FFD94F;" align="left"  
+
|-align="left" style="background:#B1B7AB;"
|True Strike || The range at which you can inflict precision-based effects is unlimited until the end of your turn.
+
|Golem Smasher || Swift || Boost || Your next ranged attack ignores DR, Hardness, and protect.
 +
|-align="left"
 +
|Horizon Seeker || Standard || Strike || Ranged attack deals +5d6 damage, ignores penalties for range.
 +
|-align="left" style="background:#B1B7AB;"  
 +
|Interception || Standard || Strike || Intercept a ranged attack.
 +
|-align="left"  
 +
|Point Blank Opportunist || Reaction || Strike || Make a ranged attack against a creature within 30 feet who has just been struck by an ally.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Quick Nock || Swift || Boost || Make two ranged attacks, one at your highest attack bonus, the second at -5.
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Feats=
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
The following are a selection of feats that are relevant to archers.
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">6th-Level Archer Maneuvers</font></div>
 +
|-
 +
! width="16%" align="left"|Maneuver Name
 +
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 +
|-style="background:white;" align="left"
 +
|Arrow Onslaught, Greater || Full || Strike || Ranged attack becomes 60-foot cone, at -4 penalty.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Covering Fire || Swift || Boost || Designate a 20-foot radius area; make ranged attacks against creatures that enter as a reaction.
 +
|-align="left"
 +
|Hunter's Mark || Swift || Boost || All ranged attacks threaten a critical if they hit for one round.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Mind-Clearing Shot || Standard || Strike || Ranged attack deals no damage, but can remove mental status ailments.v
 +
|-align="left"
 +
|Reaving Arrows || Swift || Boost || All your ranged attacks deal +5d6 damage for one round.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Shot of Reversal || Standard || Strike || Ranged attack deals +6d6 damage, target may be staggered.
 +
|-align="left"
 +
|Sublime Marksmanship || Swift || Stance || Your ranged attacks ignore all concealment and cover less than total.
 +
|}
  
 
&nbsp;
 
&nbsp;
  
<div id="Enthusiastic_Toxophilite">
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">7th-Level Archer Maneuvers</font></div>
! style="background:#CD950C;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ENTHUSIASTIC TOXOPHILITE [General]</font></div>
+
|-
 +
! width="16%" align="left"|Maneuver Name
 +
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You have great enthusiasm for the art of archery.
+
|Arresting Shot || Reaction || Counter || Make an attack against a creature that moves within 30 feet of you and stop their movement.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Called Shot, Supreme || Standard || Strike || '''Spot Check -''' Ranged attack deals +12d6 damage, can stun target.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Toxophilite class feature.
+
|Deadeye || Swift || Boost || Your next ranged attack deals maximum damage.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Eagle's Eye || Swift || Boost || '''Spot Check -''' Ranged attacks against your ''quarry'' are resolved against their touch AC for one round.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain one Toxophilite ability. You must meet the ability's prerequisites.
+
|Furious Pull || Swift || Boost || Take a penalty to ranged attack rolls, add double that as bonus to ranged damage.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Gigas Shot || Standard || Strike || Ranged attack deals +6d6 damage, ignores DR, Hardness, and ''protect''.
 +
|-align="left"
 +
|Heartseeker || Standard || Strike || '''Spot Check -''' Ranged attack ignores range penalties, cover, concealment, deals +15d6 to flat-footed enemy.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Seeking Arrows || Swift || Boost || Gain a +10 insight bonus on all ranged attacks for one round.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
=Design Notes=
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
Significant inspiration from Hong's [http://www.zipworld.com.au/~hong/ih/archer.htm Iron Heroes] hack. Also took some things from Pathfinder's [http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/archer fighter archer archetype].
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">8th-Level Archer Maneuvers</font></div>
 +
|-
 +
! width="16%" align="left"|Maneuver Name
 +
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 +
|-style="background:white;" align="left"
 +
|Aurora Break || Swift || Boost || All your ranged attacks deal +8d6 damage for one round.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Confusion Shot || Standard || Strike || Ranged attack deals +12d6 damage, can ''confuse'' target.
 +
|-align="left"
 +
|Hail of Arrows, Greater || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty; attacks deal +3d6 damage.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Lightning Nock || Swift || Boost || Make three ranged attacks: one at your highest attack bonus, the second at -5, the third at -10.
 +
|-align="left"
 +
|Paralyzing Shot || Standard || Strike || Ranged attack deals +12d6 damage, can ''paralyze'' target.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Storm of Arrows || Full || Strike || Make a number of ranged attacks equal to your initiator modifier, all at your highest attack bonus.
 +
|-align="left"
 +
|Transcendant Gaze || Swift || Boost || Gain ''true seeing'' for one round.
 +
|}
  
While I was initially happy with this redesign, I think that we're going to have to give it the maneuver treatment to bring it in line with other martial classes. That will allow us to do things like give the discordant and gunslinger maneuver progressions, bringing them up to snuff and reducing the mechanical diversification. While normally I'm a fan of diversity, at this point we've reached a critical mass of mechanical complexity, and it needs to be reduced so that new players can reasonably get into this setting.
+
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">9th-Level Archer Maneuvers</font></div>
 +
|-
 +
! width="16%" align="left"|Maneuver Name
 +
! width="12%" align="left"|Action
 +
! width="10%" align="left"|Type
 +
! width="62%" align="left"|Effect
 +
|-style="background:white;" align="left"
 +
|All Creation || Full || Strike || Make two full attack actions; all attacks must be with a ranged weapon; attacks deal +2d6 damage.
 +
|-align="left" style="background:#B1B7AB;"
 +
|Doom Arrow || Standard || Strike || '''Spot Check -''' Ranged attack deals +140 damage, can inflict ''doom''.
 +
|-align="left"
 +
|Eagle Eye || Swift || Boost || All of your ranged attacks automatically hit targets that you can see for one round.
 +
|-align="left" style="background:#B1B7AB;"
 +
|[[Martial:_Maneuvers_F-K#Fight in the Shade|Fight in the Shade]] || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst; attack deals +80 damage.
 +
|-align="left"
 +
|Impossible Shot || Standard || Strike || Make a ranged attack against a target you cannot hit.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
=Feats=
 +
The following are a selection of feats that are relevant to archers.
 +
 
 +
&nbsp;
 +
 
 +
=Design Notes=
 +
Despite being a ranged class - which would typically necessitate that they do less damage - the fact that archers have to spend time aiming means that they can't bring all their abilities to the fore all the time. As such archer maneuver damage output is comparable to that of an einhander; the result is that the archer will match the einhander in either (1) super-ideal conditions, and (2) every couple rounds.
  
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Martial]]
 
[[category:Martial]]

Revision as of 19:26, 6 April 2015

The Archer
  Maneuvers
Level BAB AAB Fort Ref Will Special Maneuvers Known Max Maneuver Level Max Aim Tokens
1 +0 +1 +0 +2 +0 Aim Pool 2 1st 5
2 +1 +2 +0 +3 +0 Toxophilite 3 1st 6
3 +1 +3 +1 +3 +1   4 2nd 7
4 +2 +4 +1 +4 +1 Toxophilite 6 2nd 9
5 +2 +5 +1 +4 +1   7 3rd 10
6 +3 +6/+1 +2 +5 +2 Toxophilite 8 3rd 11
7 +3 +7/+2 +2 +5 +2   10 4th 13
8 +4 +8/+3 +2 +6 +2 Toxophilite 11 4th 14
9 +4 +9/+4 +3 +6 +3   12 5th 15
10 +5 +10/+5 +3 +7 +3 Archer Talent 14 5th 17
11 +5 +11/+6/+1 +3 +7 +3   15 6th 18
12 +6/+1 +12/+7/+2 +4 +8 +4 Archer Talent 16 6th 19
13 +6/+1 +13/+8/+3 +4 +8 +4   18 7th 21
14 +7/+2 +14/+9/+4 +4 +9 +4 Archer Talent 19 7th 22
15 +7/+2 +15/+10/+5 +5 +9 +5   20 8th 23
16 +8/+3 +16/+11/+6/+1 +5 +10 +5 Archer Talent 22 8th 25
17 +8/+3 +17/+12/+7/+2 +5 +10 +5   23 9th 26
18 +9/+4 +18/+13/+8/+3 +6 +11 +6 Archer Talent 24 9th 27
19 +9/+4 +19/+14/+9/+4 +6 +11 +6   25 9th 29
20 +10/+5 +20/+15/+10/+5 +6 +12 +6 Archer Talent 26 9th 30

 

Archer

Silaqui, iconic archer
"Quieter than a gun, better range than a sword."

The archer excels in combat at a distance, using skill, speed, and accuracy to deadly effect. While other combatants traditionally focus on melee weapons, the archer is an expert in bows, slings, and crossbows. Due to their focus on agility and need to maintain distance, archers have little use for the typical trappings of warriors, often wearing light - if any - armor, and few carry no more than a dagger for personal defense when the chips are down.

Archers in Trinity have a somewhat unusual pedigree. While guns and other more powerful ranged weaponry exist, almost all of them eventually fall under the purview of a Force, making their reliability against all foes somewhat suspect. Bows, meanwhile, are sufficiently simple for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.

The archer's primary focus in combat is on range, and on maintaining it. Given sufficient distance, she can - eventually - fell any creature. However, should she become engaged in melee combat, she is at a distinct disadvantage, and will most likely fall. As such, archers prefer to attack from the rear, and while some charge in head-first alongside more melee-oriented combatants, most prefer someone screen for them against their assailants.

Game Rule Information

Archers have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity is absolutely vital to the archer, as her prowess with the bow and ability to dodge blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield mighty bows. Lightly armored, the archer benefits greatly from a high Constitution score to survive attacks.

Hit Die: d8.

Class Skills: The archer’s class skills are Agility (Dex), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Per), Survival (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Ethos: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: Selkies.

Class Features

All of the following are class features of the archer.

Weapons and Armor Proficiency: Archers are proficient with all simple weapons and all martial ranged weapons. They are proficient with light armor but not with shields.

At each even level, the archer gains proficiency with an additional ranged weapon of her choice, as though she gained the Exotic Weapon Proficiency feat.

Archery Attack Bonus: Unlike most other classes, archers are specialized in one class of weapons, specifically ranged weapons. Due to this, archers use a different attack bonus when using ranged weapons.

For all purposes other than making melee attacks, treat the archer's archery attack bonus as her BAB (for purposes of meeting prerequisites and for effects that key off of BAB).

Aim Pool: Aim Tokens
Action Taken Aim Tokens Gained
Move 1
Standard 2
Full 4
Opponent remains still 1

Aim Pool: You gain access to a pool of aim tokens. You must designate a target for your pool; the target of your aim pool is your quarry. If at any time you lose sight of your quarry, you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer abilities allow you to gain tokens by taking other actions; in addition, if your quarry does not move on their turn, you gain additional aim tokens.

Making a new target your quarry is a free action, but you lose all your accumulated aim tokens.

The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.

Maneuvers (Ex): An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While almost anyone can pick up a bow and use it reasonably proficiently, archers are masters of the craft, and can perform feats of archery that are beyond most others, even other martial individuals.

Maneuvers cost an amount of aim tokens equal to their maneuver level to use. If you are using a Counter or Strike maneuver, you must include your quarry among its targets or within the maneuver's area; if you do not, the maneuver costs double the normal amount of aim tokens.

At fourth level, and every four levels after, you can trade out one archer maneuver you know for any other, of any level you can access.

Toxophilite: At each even level from 2nd to 9th, the archer gains an ability that represents her dedication to the cause of archery. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.

  • Agile Shots (Ex): You gain your Dexterity bonus to damage on ranged attacks.
  • Close-Quarters Archery (Ex): You no longer provoke attacks of opportunity when using a ranged weapon within a threatened square. At the beginning of your turn, if your quarry is within 30 feet of you, you gain one aim token.
  • Evasion (Ex): You gain evasion.
  • Extended Range (Ex): When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled.
  • Far Shot (Ex): You gain the Far Shot feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
  • Nimble Archery (Ex): You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you made an attack against your quarry while moving.
  • Precise Shot (Ex): You gain the Precise Shot feat. At the beginning of your turn, if you can see your quarry, you gain one aim token.
  • Point Blank Shot (Ex): You gain the Point Blank Shot feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if your quarry is within 30 feet of you, you gain one aim token.
  • Shot on the Run (Ex): You gain the Shot on the Run feat. You gain one aim token at the end of your turn if you made an attack against your quarry while moving.
  • Sniping (Ex): When sniping, you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20.
Improved Aim Pool: Aim Tokens
Action Taken Aim Tokens Gained
Swift 1
Move 2
Standard 3
Full 5
Opponent remains still 2

Archer Talent: At 10th level, every two levels thereafter, the archer's skills improves even more. Choose one of the abilities below. Unless otherwise stated, each ability can only be taken once.

  • Aim Focus: Increase the max number of aim tokens you can have by 2. You can take this talent multiple times; its effect stacks.
  • Aim with my Mind (Ex): If you do not have sight of your quarry at the beginning of your turn, you lose half your aim tokens, rounded down, instead of losing all of your aim tokens.
  • Double Trouble (Ex): You can have two quarries at the same time. When you target a second creature, you halve the maximum number of aim tokens you can have until you have one or fewer quarries. Abilities that key off of your quarry can be used in regards to either creature. If you have two quarries and use a free action to designate a new quarry, you lose only half your aim tokens, rather than all of them.
  • Expert Archer: You gain a +2 insight bonus on attack and damage rolls with all ranged weapons. You can take this talent multiple times; its effect stacks, and each time you do, increase your total bonus by the number of times you have previously taken this talent.
Supreme Aim Pool: Aim Tokens
Action Taken Aim Tokens Gained
Swift 2
Move 4
Standard 6
Full 10
Opponent remains still 4
  • Hawkeye (Ex): You gain a +2 insight bonus on all Perception-based checks, and treat the base range increment of all ranged weapons as 10 feet larger. You can take this talent multiple times; its effect stacks.
  • Improved Aim Pool: The rate at which you accrue aim tokens improves.
    • Supreme Aim Pool: The rate at which you accrue aim tokens improves. (Prerequisite: Improved Aim Pool)
  • Improved Evasion (Ex): You gain improved evasion. (Prerequisite: Evasion)
  • Ranged Defense (Ex): You gain DR 5/- against ranged, but not firearm, attacks. In addition, as an immediate action, you can catch an arrow fired at you and shoot it any target you choose, as if you had the Snatch Arrows feat.
  • Sniper (Ex): You gain +1d6 sneak attack, usable only with ranged weapons. You can take this talent multiple times; its effect stacks.
  • Toxophilite Mastery: You gain one additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
  • Uncanny Dodge (Ex): You gain uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge, if you have that ability.
    • Improved Uncanny Dodge (Ex): You gain improved uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge. (Prerequisite: Uncanny Dodge)
  • Feat: The archer may select a bonus feat in place of a talent.

Maneuver List

The following is the archer maneuver list.

1st-Level Archer Maneuvers
Maneuver Name Action Type Effect
Called Shot Standard Strike Spot Check - if succeed, deal +2d6 damage; if fail, -2 to attack roll.
Curveshot Standard Strike Spot Check - if succeed, ignore cover.
Distant Reaper Swift Boost After dropping a creature, make another ranged attack at an adjacent creature.
Hawk's Eyes Swift Stance Increase max range and accuracy of ranged weapons.
Hobbling Shot Standard Strike Attack slows creature's movement.
Hunter's Eyes Swift Stance Increase damage against quarried target.
Manyshot Standard Strike Make two ranged attacks, each at -2 penalty.
Marksman's Shot Full Strike Range penalties reduced by -2, deal +1d6 damage.
Point Blank Threat Reaction Counter Make a ranged attack against a creature that provoked an attack of opportunity from an ally.
Steady Hand Swift Boost Extend a ranged weapon's first range increment by 30 feet for next attack.

 

2nd-Level Archer Maneuvers
Maneuver Name Action Type Effect
Arc of Mobility Full Strike Move up to your speed; make two ranged attacks during your movement.
Blindside Standard Strike Make ranged attack, target becomes flat-footed.
Feel the Wind Swift Boost Overcome environmental difficulties for ranged combat.
Field of Quills Full Strike You shoot a storm of arrows, dealing damage and causing difficult terrain in a 10-foot burst.
Hammerblow Shot Standard Strike Ranged attack deals +2d6 damage, can bull rush target.
Hidden Thorn Swift Boost Make a ranged attack at -2 penalty.
Intercepting Shade Reaction Counter Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
Mighty Arrows Swift Boost Your ranged attacks against targets within 30 feet deal +1d6 damage for 1 round.
Pierce the Shadows Swift Boost You can see invisible and ethereal creatures and objects for 1 round.
Rhythm of Air Full Strike Make three ranged attacks, each at -2 penalty.

 

3rd-Level Archer Maneuvers
Maneuver Name Action Type Effect
Arrow Onslaught Full Strike Ranged attack becomes a 30-foot cone, at -4 penalty.
Confound the Blade Standard Strike Ranged attack deals +3d6 damage, can disarm target.
Deft Shot Standard Strike Ranged attack deals +1d6 damage, resolve as touch attack, ignores DR, Hardness, and protect.
Flanking Shot Standard Strike Ranged attack deals +2d6 damage, target is treated as flanked for 1 round.
Hail of Arrows Full Strike Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty.
Impaling Shot Full Strike Ranged attack becomes a 60-foot line attack, at -4 penalty.
Mercy of the Hunter Swift Boost Ranged attacks get +4 to hit against bloodied creatures, +8 against critical creatures.
Stalking Hunter Stance Swift Stance May make ranged attacks while moving, +4 AC against ranged attacks.
Sure Shot Standard Strike Ranged attack gets +20 to hit, deals +2d6 damage.
Unerring Shot Standard Strike Ranged attack ignores cover and concealment.

 

4th-Level Archer Maneuvers
Maneuver Name Action Type Effect
Arc of Accuracy Swift Boost Shots fired within first range increment ignore cover.
Called Shot, Greater Standard Strike Spot Check - if succeed, deal +6d6 damage and target is flat-footed; if fail, -2 to attack roll.
Celeritous Volley Standard Strike Make a full attack action. All your attacks must be ranged attacks.
Farsighted Focus Move Boost You can visualize the battlefield from another angle.
Interjecting Shot Reaction Counter Negate melee attack within 30 ft. with opposed attack roll.
Moment of Fate Swift Boost When you miss with a ranged attack, reroll the attack roll with a +2 bonus.
Rebuke of the Heavens Full Strike Make a full attack; target may gain a status effect dependant on how many attacks hit.
Searing Break Swift Boost All ranged attacks deal +3d6 damage for one round.
Sniper's Stance Swift Stance Suffer only a -5 penalty to Hide checks after shooting.
Unveiling Shot Standard Strike Ranged attack; if you hit, dispel any illusion effects on the target.

 

5th-Level Archer Maneuvers
Maneuver Name Action Type Effect
Blinding Shot Standard Strike Ranged attack deals +6d6 damage, can blind target.
Felling Volley Full Strike Make a full attack; target gains status effects dependant on how many attacks hit.
Focused Shot Standard Strike Ranged attack deals +5d6 damage, can pin target.
Golem Smasher Swift Boost Your next ranged attack ignores DR, Hardness, and protect.
Horizon Seeker Standard Strike Ranged attack deals +5d6 damage, ignores penalties for range.
Interception Standard Strike Intercept a ranged attack.
Point Blank Opportunist Reaction Strike Make a ranged attack against a creature within 30 feet who has just been struck by an ally.
Quick Nock Swift Boost Make two ranged attacks, one at your highest attack bonus, the second at -5.

 

6th-Level Archer Maneuvers
Maneuver Name Action Type Effect
Arrow Onslaught, Greater Full Strike Ranged attack becomes 60-foot cone, at -4 penalty.
Covering Fire Swift Boost Designate a 20-foot radius area; make ranged attacks against creatures that enter as a reaction.
Hunter's Mark Swift Boost All ranged attacks threaten a critical if they hit for one round.
Mind-Clearing Shot Standard Strike Ranged attack deals no damage, but can remove mental status ailments.v
Reaving Arrows Swift Boost All your ranged attacks deal +5d6 damage for one round.
Shot of Reversal Standard Strike Ranged attack deals +6d6 damage, target may be staggered.
Sublime Marksmanship Swift Stance Your ranged attacks ignore all concealment and cover less than total.

 

7th-Level Archer Maneuvers
Maneuver Name Action Type Effect
Arresting Shot Reaction Counter Make an attack against a creature that moves within 30 feet of you and stop their movement.
Called Shot, Supreme Standard Strike Spot Check - Ranged attack deals +12d6 damage, can stun target.
Deadeye Swift Boost Your next ranged attack deals maximum damage.
Eagle's Eye Swift Boost Spot Check - Ranged attacks against your quarry are resolved against their touch AC for one round.
Furious Pull Swift Boost Take a penalty to ranged attack rolls, add double that as bonus to ranged damage.
Gigas Shot Standard Strike Ranged attack deals +6d6 damage, ignores DR, Hardness, and protect.
Heartseeker Standard Strike Spot Check - Ranged attack ignores range penalties, cover, concealment, deals +15d6 to flat-footed enemy.
Seeking Arrows Swift Boost Gain a +10 insight bonus on all ranged attacks for one round.

 

8th-Level Archer Maneuvers
Maneuver Name Action Type Effect
Aurora Break Swift Boost All your ranged attacks deal +8d6 damage for one round.
Confusion Shot Standard Strike Ranged attack deals +12d6 damage, can confuse target.
Hail of Arrows, Greater Full Strike Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty; attacks deal +3d6 damage.
Lightning Nock Swift Boost Make three ranged attacks: one at your highest attack bonus, the second at -5, the third at -10.
Paralyzing Shot Standard Strike Ranged attack deals +12d6 damage, can paralyze target.
Storm of Arrows Full Strike Make a number of ranged attacks equal to your initiator modifier, all at your highest attack bonus.
Transcendant Gaze Swift Boost Gain true seeing for one round.

 

9th-Level Archer Maneuvers
Maneuver Name Action Type Effect
All Creation Full Strike Make two full attack actions; all attacks must be with a ranged weapon; attacks deal +2d6 damage.
Doom Arrow Standard Strike Spot Check - Ranged attack deals +140 damage, can inflict doom.
Eagle Eye Swift Boost All of your ranged attacks automatically hit targets that you can see for one round.
Fight in the Shade Full Strike Ranged attack hits all creatures in 20-foot radius burst; attack deals +80 damage.
Impossible Shot Standard Strike Make a ranged attack against a target you cannot hit.

 

Feats

The following are a selection of feats that are relevant to archers.

 

Design Notes

Despite being a ranged class - which would typically necessitate that they do less damage - the fact that archers have to spend time aiming means that they can't bring all their abilities to the fore all the time. As such archer maneuver damage output is comparable to that of an einhander; the result is that the archer will match the einhander in either (1) super-ideal conditions, and (2) every couple rounds.