Difference between revisions of "Class: Archer"

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(Design Notes)
(Game Rule Information)
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'''Abilities:''' At least one of Dexterity, Wisdom, and Perception is absolutely vital to an archer. Constitution increases your chances of surviving in melee and also lets you keep aiming longer.
 
'''Abilities:''' At least one of Dexterity, Wisdom, and Perception is absolutely vital to an archer. Constitution increases your chances of surviving in melee and also lets you keep aiming longer.
  
'''Hit Points at 1st Level:''' 10 + Con score.
+
'''Starting Age:''' Simple.
  
'''Hit Points at Each Additional Level:''' 7 + Con modifier.
+
===T20===
 +
: '''Hit Points at 1st Level:''' 10 + Con score.
  
'''Healing Surges:''' 8 + Con modifier.
+
: '''Hit Points at Each Additional Level:''' 7 + Con modifier.
  
'''Defenses:''' Fort +0; Ref +4; Will +0; Det +2.
+
: '''Healing Surges:''' 8 + Con modifier.
  
'''Starting Age:''' Simple.
+
: '''Defenses:''' Fort +0; Ref +4; Will +0; Det +2.
 +
 
 +
===Pathfinder===
 +
: '''Hit Die:''' d8.
 +
 
 +
: '''Saving Throws:''' Fort (Poor); Ref (Good); Will (Poor).
 +
 
 +
: '''Skill Points:''' 4 + Int modifier.
 +
 
 +
: '''Class Skills:''' Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
  
 
==Class Features==
 
==Class Features==

Revision as of 09:57, 6 February 2018

The Archer
  Maneuvers
Level Special Aim Acquisition Max Aim Max Grade Schools Known
1 Precision Standard 2 Basic 1 4
2 Toxophilite Standard 2 Basic 1 6
3   Standard 3 Lesser 1 7
4 Toxophilite Standard 3 Lesser 1 8
5   Standard 4 Lesser 2 10
6 Toxophilite Improved 4 Lesser 2 11
7   Improved 5 Lesser 2 12
8 Toxophilite Improved 5 Expert 2 14
9   Improved 6 Expert 2 15
10 Archer Talent Improved 6 Expert 2 16
11   Improved 7 Expert 3 18
12 Archer Talent Improved 7 Expert 3 19
13   Improved 8 Greater 3 20
14 Archer Talent Supreme 8 Greater 3 22
15   Supreme 9 Greater 3 23
16 Archer Talent Supreme 9 Greater 3 24
17   Supreme 10 Greater 3 26
18 Archer Talent Supreme 10 Master 3 27
19   Supreme 11 Master 3 28
20 Archer Talent Supreme 11 Master 3 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.

That said, some archers - somewhat paradoxically - make use of guns. The nature of ranged weapons is such that the basic concepts still apply, though not all archers are comfortable with the transition to weapons that do not need to arc to hit their targets. This is a somewhat more unusual path, however, and often requires the archer to step outside of standard archery training to pick up the way of the gun. Other more exotic ranged weapons - such as blowguns or boomerangs - are also possible, but significantly less common than archers who choose bows or even guns.

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: At least one of Dexterity, Wisdom, and Perception is absolutely vital to an archer. Constitution increases your chances of surviving in melee and also lets you keep aiming longer.

Starting Age: Simple.

T20

Hit Points at 1st Level: 10 + Con score.
Hit Points at Each Additional Level: 7 + Con modifier.
Healing Surges: 8 + Con modifier.
Defenses: Fort +0; Ref +4; Will +0; Det +2.

Pathfinder

Hit Die: d8.
Saving Throws: Fort (Poor); Ref (Good); Will (Poor).
Skill Points: 4 + Int modifier.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Class Features

All of the following are class features of the archer.

Proficiencies

Weapons: Bows, any three ranged, any one melee, any one.

Armor: Light.

Implements: None.

Maneuvers

Archers are warriors, and as such make use of maneuvers, specific attacks or other abilities attained through rigorous training.

To use maneuvers, archers must expend aim, which they gain through spending actions.

 

Archer Schools
School Primary Ability Description
Awareness Wis Awareness of the battlefield is paramount to an archer, and this school focuses on honing intuition and sixth sense to an art form.
Mobility Dex Focused on movement and unpredictability, the mobility school focuses on attacking on the run.
Sniping Per Sniping is the art of taking out foes in a single shot, be it by debilitating them or outright ending them in a single decisive blow.

 

Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into schools, which represent particular thoughts and approaches to combat, training, and martial abilities. The aim cost and minimum primary ability needed to use a maneuver are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability Aim Cost
Basic 10 1
Lesser 12 2
Expert 14 3
Greater 16 5
Master 18 8

The archer has a maximum amount of aim, based upon her class level. You gain a bonus to this amount equal to the highest of your Dexterity, Wisdom, and Perception modifiers; this bonus is limited to half your class level, rounded down.

During your turn, you can take an action to generate aim. You can generate aim as a swift, move, standard, or full action, but can only do so once on each of your turns; the amount of aim you can generate is dependent upon your archer level and the action you spend to generate it. In addition, if you have designated a quarry (see the precision ability, below), you gain a bonus to this amount equal to the half of the highest of your Dexterity, Wisdom, and Perception modifiers (rounded down); this bonus is limited to half your class level, rounded down.

In addition, if you have designated a quarry, at the beginning of your turn, if that creature has not moved since your last turn, you gain additional aim. This additional aim is unaffected by strain (see below).

Your current amount of aim cannot exceed your max. After a short rest or long rest, your aim is reset to 0. If you have designated a quarry and lose sight of that creature, if that creature dies, or if you designate a new quarry, you automatically lose all of your aim.

In addition, the act of such intense aiming with a weapon is stressful and straining on the eyes. At the beginning of your turn, if you have any aim, you gain 1 point of strain. For every point of strain you have, you suffer a -1 penalty to all aim rolls (to a minimum of 0); if you have more strain than your Constitution modifier, you also suffer your total amount of strain as a penalty to all ranged attack rolls and lose that amount of aim at the end of each of your turns. If at any time you have no aim, you immediately lose all accrued strain.

At the end of your turn, you can willingly lose all your remaining aim as a non-action.

To use a maneuver, you must expend some amount of aim. If you have designated a quarry, maneuvers that target a creature must at least target your quarry, and maneuvers that target an area must include your quarry in the area.

The archer begins with four known maneuvers. She gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two maneuvers for new maneuvers from any school she can access, of any grade she can access.

 

Archery: Aim Acquisition
  Aim Acquisition Grade
Action Taken Standard Improved Supreme
Swift 1 1d2 1d3
Move 1d2 1d4 1d8
Standard 1d4 1d8 1d12
Full 2d3 2d6 2d10
Quarry standing still 1 2 4

 

If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.

The archer's key ability for her physical attacks is dependent upon the weapon she wields; when using a maneuver, if her primary ability score for the maneuver's school is greater than the ability score she would use for her weapon, she can use that instead.

Precision

The archer has trained to hone her eyes and her mind to focus on a single target, able to tune out everything else.

As a free action on your turn, you can designate a creature you can see as your quarry.

When you make a basic ranged attack against your quarry, you gain a feat bonus to the attack roll equal to your aim.

You do not provoke opportunity attacks from your quarry for making ranged attacks against it.

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.

 

ADVANCED STUDY [Martial]
You've delved deeper into your martial learning to find new skills.
Benefit: You may select two maneuvers from your class's list and add them to your known maneuvers.
Special: You may select this feat multiple times.

 

DODGE [General]
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

 

EXTRA AIM TOKENS [Martial]
You have learned how to increase your ability to retain your aim on a quarry.
Benefit: Select an initiator class that uses aim tokens that you have levels in. The size of your aim token pool increases by +2.
Special: You may select this feat multiple times, applying it to multiple classes (if you possess multiple initiator classes) or multiple times to single class. If applied to the same class, increase the bonus by the number of times you have previously taken this feat and applied it to that class.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

LIGHTNING RELOAD [Martial]
You can reload firearms lightning-fast.
Prerequisites: BAB +1, Basic Firearm Proficiency.
Benefit: When you reload a firearm as a move action, you can load an amount of ammunition equal to double the number of attacks allowed by your BAB.
When you reload a firearm with a full action, you can load an amount of ammunition equal to double your BAB.
Normal: When you reload a firearm with a move action, you can load an amount of ammunition equal to the number of attacks allowed by your BAB.
When you reload a firearm with a full action, you can load an amount of ammunition equal to your BAB.

 

QUICK DRAW [General]
You can draw weapons faster than most.
Prerequisites: BAB +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
You can also use this feat to quickly draw alchemical items, potions, scrolls, wands, or items of similar such size, provided they are in a holster, bandolier, or other readily-accessible holder.

 

Design Notes

Full rebuild, t20 v4.


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