Difference between revisions of "Class: Archer"

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{| 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="7;" style="background:#8B864E;" 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="2"|&nbsp;
| colspan="3" style="background:#EEB422;"|'''Archery'''
+
| colspan="5" style="background:#AFAC86;"|'''Maneuvers'''
 
|-
 
|-
|width="5%"|'''Level'''
+
|width="10%"|'''Level'''
|width="7%" align="left"|'''BAB'''
+
|width="30%" align="left"|'''Special'''
|width="11%" align="left"|'''AAB'''
+
|width="12%"|''Aim Acquisition''
|width="9%"|'''Fort'''
+
|width="12%"|''Max Aim''
|width="9%"|'''Ref'''
+
|width="12%"|''Max Grade''
|width="9%"|'''Will'''
+
|width="12%"|''Schools''
|width="20%" align="left"|'''Special'''
+
|width="12%"|''Known''
|width="10%"|''Grade Accessible''
+
|width="10%"|''Tricks Known''
+
|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"|Precision || Standard || 2 || Basic || 1 || 4
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || Marksman || 2 || 6
+
|2 || align="left"|Toxophilite || Standard || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|Toxophilite || Marksman || 3 || 7
+
|3 || align="left"|&nbsp; || Standard || 3 || Lesser || 1 || 7
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 3 || 9
+
|4 || align="left"|Toxophilite || Standard || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 4 || 10
+
|5 || align="left"|&nbsp; || Standard || 4 || Lesser || 2 || 10
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 5 || 11
+
|6 || align="left"|Toxophilite || Improved || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 6 || 13
+
|7 || align="left"|&nbsp; || Improved || 5 || Lesser || 2 || 12
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || Marksman || 6 || 14
+
|8 || align="left"|Toxophilite || Improved || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|Toxophilite || Marksman || 7 || 15
+
|9 || align="left"|&nbsp; || Improved || 6 || Expert || 2 || 15
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || Deadeye || 8 || 17
+
|10 || align="left"|Archer Talent || Improved || 6 || Expert || 2 || 16
 
|-
 
|-
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || Deadeye || 9 || 18
+
|11 || align="left"|&nbsp; || Improved || 7 || Expert || 3 || 18
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || Deadeye || 9 || 19
+
|12 || align="left"|Archer Talent || Improved || 7 || Expert || 3 || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || Deadeye || 10 || 21
+
|13 || align="left"|&nbsp; || Improved || 8 || Greater || 3 || 20
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || Deadeye || 11 || 22
+
|14 || align="left"|Archer Talent || Supreme || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || Deadeye || 12 || 23
+
|15 || align="left"|&nbsp; || Supreme || 9 || Greater || 3 || 23
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || Sniper || 12 || 25
+
|16 || align="left"|Archer Talent || Supreme || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || Sniper || 13 || 26
+
|17 || align="left"|&nbsp; || Supreme || 10 || Greater || 3 || 26
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || Sniper || 14 || 27
+
|18 || align="left"|Archer Talent || Supreme || 10 || Master || 3 || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || Sniper || 15 || 29
+
|19 || align="left"|&nbsp; || Supreme || 11 || Master || 3 || 28
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || Legendary || 15 || 30
+
|20 || align="left"|Archer Talent || Supreme || 11 || Master || 3 || 30
 
|}
 
|}
  
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=Archer=
 
=Archer=
[[Image:archer.jpg|thumb|375px|right|Silaqui, iconic archer]]
+
[[Image:Elf-Archer.jpg|thumb|475px|right|Silaqui, iconic archer]]
 
: ''"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.
+
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==
 
==Game Rule Information==
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'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
 
'''[[The_Forces#Force_Resistance | 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.
+
'''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 Die:''' d8.
+
'''Starting Age:''' Simple.
  
'''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).
+
===T20===
 +
: '''Hit Points at 1st Level:''' 10 + Con score.
  
'''Skill Points at Each Level:''' 4 + Int.
+
: '''Hit Points at Each Additional Level:''' 7 + Con modifier.
  
'''Alignment:''' Any.
+
: '''Healing Surges:''' 8 + Con modifier.
  
'''Starting Age:''' As a fighter.
+
: '''Defenses:''' Fort +0; Ref +4; Will +0; Det +2.
  
'''Starting Gold:''' 6d4 x 10gp.
+
===Pathfinder===
 +
: '''Hit Die:''' d8.
  
'''Favored By:''' [[Selkie | Selkies]].
+
: '''BAB:''' Good.
 +
 
 +
: '''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==
 
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.
+
<div id="Proficiencies">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#8B864E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Bows, any three ranged, any one melee, any one.
  
At each even level, the archer gains proficiency with an additional bow of her choice, as though she gained the Exotic Weapon Proficiency feat.
+
'''Armor:''' Light.
  
'''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.
+
'''Implements:''' None.
  
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).
+
<div id="Maneuvers_Feature">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#8B864E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Maneuvers</font></div>
 +
|}
 +
Archers are warriors, and as such make use of ''maneuvers'', specific attacks or other abilities attained through rigorous training.
  
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
To use maneuvers, archers must expend ''aim'', which they gain through spending actions.
! 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>
+
 
 +
&nbsp;
 +
 
 +
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="57;" style="background:#8B864E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Archer Schools</font></div>
 
|-
 
|-
|width="50%"|'''Action Taken'''
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|width="10%"|'''School'''
|width="50%"|'''Aim Tokens Gained'''
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|width="10%"|'''Primary Ability'''
|-style="background:#FFD94F;"
+
|width="80%" align="left"|'''Description'''
| Move || 1
+
 
|-
 
|-
| Standard || 2
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|Awareness || Wis || align="left"|Awareness of the battlefield is paramount to an archer, and this school focuses on honing intuition and sixth sense to an art form.
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
| Full || 4
+
|Mobility || Dex || align="left"|Focused on movement and unpredictability, the mobility school focuses on attacking on the run.
 
|-
 
|-
| Opponent remains still || 1
+
|Sniping || Per || align="left"|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.
 
|}
 
|}
'''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.
 
  
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.
+
&nbsp;
  
'''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 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.  
  
Tricks cost a specific amount based on grade.
+
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="3;" style="background:#8B864E; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
 +
|-
 +
! width="33%"|Grade
 +
! width="40%"|Minimum Primary Ability
 +
! width="27%"|Aim Cost
 +
|-
 +
| Basic || 10 || 1
 +
|-style="background:#D4D2BD;"
 +
| Lesser || 12 || 2
 +
|-
 +
| Expert || 14 || 3
 +
|-style="background:#D4D2BD;"
 +
| Greater || 16 || 5
 +
|-
 +
| Master || 18 || 8
 +
|-style="background:#D4D2BD;"
 +
| Epic || 20 || 11
 +
|}
  
* '''Marksman:''' 1
+
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.
* '''Deadeye:''' 2
+
* '''Sniper:''' 4
+
* '''Legendary:''' 20
+
  
Tricks follow the following rules regarding their usage.
+
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.
  
* You cannot improve the effects of a trick by spending additional aim tokens, unless a trick specifically states you can.
+
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).
* 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.
+
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''.
  
'''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.
+
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''.
  
If an ability would grant a feat that you already have, you automatically gain that ability if you meet all of its prerequisites.
+
At the end of your turn, you can willingly lose all your remaining ''aim'' as a non-action.
  
: '''''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.''
+
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.
  
* ''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.
+
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.
** ''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)
+
*** ''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)
+
**** ''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)
+
***** ''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)
+
****** ''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)
+
* ''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;"
+
&nbsp;
! 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>
+
 
 +
{| class="collapsible" width="60%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="8;" style="background:#8B864E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Archery: Aim Acquisition</font></div>
 +
|-
 +
| width="16%"|&nbsp;
 +
| width="84%" colspan="6" style="background:#AFAC86;"|'''Aim Acquisition Grade'''
 +
|-
 +
|'''Action Taken'''
 +
|width="28%"|''Standard''
 +
|width="28%"|''Improved''
 +
|width="28%"|''Supreme''
 
|-
 
|-
|width="50%"|'''Action Taken'''
+
|Swift || 1 || 1d2 || 1d3
|width="50%"|'''Aim Tokens Gained'''
+
|-style="background:#D4D2BD;"
|-style="background:#FFD94F;"
+
|Move || 1d2 || 1d4 || 1d8
| Swift || 1
+
 
|-
 
|-
| Move || 2
+
|Standard || 1d4 || 1d8 || 1d12
|-style="background:#FFD94F;"
+
|-style="background:#D4D2BD;"
| Standard || 3
+
|Full || 2d3 || 2d6 || 2d10
 
|-
 
|-
| Full || 5
+
|''Quarry'' standing still || 1 || 2 || 4
|-style="background:#FFD94F;"
+
| 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.
+
&nbsp;
* ''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.
+
 
* ''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.
+
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.
* ''Evasion (Ex):'' You gain evasion.  
+
 
** ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
+
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.
* ''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;"
+
<div id="Precision">
! 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>
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#8B864E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Precision</font></div>
 +
|}
 +
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.
 +
 
 +
<div id="Toxophilite">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#8B864E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Toxophilite</font></div>
 +
|}
 +
The archer's skill with ranged weapons improves, putting her a cut above those who simply use them as they would any weapon.
 +
 
 +
At each of the listed levels, choose one of the abilities below. Unless otherwise specified, each ability can be taken only once.
 +
 
 +
You ignore all prerequisites for feats referenced by these abilities.
 +
 
 +
<div id="Ammo Conservation">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Ammo Conservation</font></div>
 +
|}
 +
Whenever you roll a 1 on an ''ammo die'', instead of depleting that ammunition, reduce the size of its ammo die by 1. This effect can only occur once per unit of ammunition.
 +
 
 +
d12 -> d10 -> d8 -> d6 -> d4 -> d3
 +
 
 +
At the beginning of your turn, if this feature was triggered on your last turn, you gain ''aim'' equal to half the original die size of the ammunition (so if you were using ammunition with an ''ammo die'' of d10, you would gain five ''aim''; if the ammo die were a d4, you would gain two ''aim'').
 +
 
 +
<div id="Close-Quarters Archery">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Close-Quarters Archery</font></div>
 +
|}
 +
You no longer provoke ''opportunity attacks'' when using a ranged weapon within a threatened square.
 +
 
 +
At the beginning of your turn, if your ''quarry'' is threatening you with a melee weapon, you gain two ''aim''.
 +
 
 +
<div id="Far Shot">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Far Shot</font></div>
 +
|}
 +
You gain the [http://www.d20pfsrd.com/feats/combat-feats/far-shot-combat-final/ Far Shot] feat.
 +
 
 +
When you spend a move action to gain ''aim'', you gain one additional ''aim''; if you spend at least a standard action to gain ''aim'', you instead gain two additional ''aim''.
 +
 
 +
<div id="Nimble Archery">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Nimble Archery</font></div>
 +
|}
 +
You gain a +10 feat bonus to Defenses against ''opportunity attacks'' due to moving into or out of a threatened area, if you have a ranged weapon in hand.  
 +
 
 +
Whenever your ''quarry'' makes an ''opportunity attack'' against you, you gain two ''aim''.
 +
 
 +
<div id="Precise Shot">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Precise Shot</font></div>
 +
|}
 +
You gain the [http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat-final/ Precise Shot] feat.
 +
 
 +
At the beginning of your turn, you gain one ''aim'' for each ally that is threatening your ''quarry''.
 +
 
 +
<div id="Point Blank Shot">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Point Blank Shot</font></div>
 +
|}
 +
You gain a +1 feat bonus to ''ranged attack'' rolls and a +1 feat bonus to your ''damage potency'' with ranged weapons against creatures within 30 feet.
 +
 
 +
At the beginning of your turn, if your ''quarry'' is within 30 feet of you and within your line of sight, you gain one ''aim''.
 +
 
 +
<div id="Rapid Shot">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Rapid Shot</font></div>
 +
|}
 +
Whenever you make a ''basic ranged attack'', you can instead make two ''basic ranged attacks'', each at a -5 penalty.
 +
 
 +
At the beginning of your turn, if there are at least two enemies within range of a ranged weapon you wield and are within your line of sight, you gain one ''aim''.
 +
 
 +
<div id="Shot on the Run">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AFAC86;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Shot on the Run</font></div>
 +
|}
 +
You gain the [http://www.d20pfsrd.com/feats/combat-feats/shot-on-the-run-combat-final/ Shot on the Run] feat.
 +
 
 +
At the beginning of your turn, if you made a ''ranged attack'' against your ''quarry'' while moving on your last turn, you gain one ''aim''.
 +
 
 +
=Maneuvers=
 +
The following is the archer maneuver list, ordered by school, then by grade.
 +
 
 +
==Awareness School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#8B864E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Awareness Basic Stance</font></div>
 
|-
 
|-
|width="50%"|'''Action Taken'''
+
! width="10%"|Maneuver Name
|width="50%"|'''Aim Tokens Gained'''
+
! width="8%"|Action
|-style="background:#FFD94F;"
+
! width="8%"|Type
| Swift || 2
+
! width="74%"|Effect
 +
|-style="background:white;" align="left"  
 +
|Hawk's Eyes || Free || Stance || Increase the max range and accuracy of your ranged weapons.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#8B864E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Awareness Basic Maneuvers</font></div>
 
|-
 
|-
| Move || 4
+
! width="10%"|Maneuver Name
|-style="background:#FFD94F;"
+
! width="8%"|Action
| Standard || 6
+
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"  
 +
|Blindside || Standard || Strike || Make a ranged attack against a creature; if you hit, the target grants ''combat advantage'' to you and allies until the end of your next turn.
 +
|- style="background:#D4D2BD;"
 +
|Intercepting Shade || Reaction || Counter || Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
 
|-
 
|-
| Full || 10
+
|Manyshot || Standard || Strike || Make two ranged attacks, each at -2 penalty.
|-style="background:#FFD94F;"
+
|- style="background:#D4D2BD;"
| Opponent remains still || 4
+
|Pierce the Shadows || Swift || Boost || You can see ''invisible'' and ''ethereal'' creatures and objects for 1 round.
 +
|-
 +
|Point Blank Threat || Reaction || Strike || Make a ranged attack against a creature that provoked an ''opportunity attack'' from an ally.
 +
|- style="background:#D4D2BD;"
 +
|??? || ??? || ??? || ???
 +
|-
 +
|??? || ??? || ??? || ???
 +
|- style="background:#D4D2BD;"
 +
|??? || ??? || ??? || ???
 
|}
 
|}
* ''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)
 
* ''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.
 
* ''Toxophilite Mastery:'' You gain two 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.
 
** ''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.
 
  
==Tricks==
+
&nbsp;
{|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>
+
==Mobility School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#8B864E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mobility Basic Stance</font></div>
 
|-
 
|-
! width="20%" align="left"|Trick Name
+
! width="10%"|Maneuver Name
! width="80%" align="left"|Effect
+
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|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.
+
|??? || ??? || ??? || ???
|-style="background:#FFD94F;" align="left"  
+
|}
|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.
+
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#8B864E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mobility Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Arc of Mobility || Full || Strike || Move up to your speed, make two ''basic ranged attacks'' during your movement.
 +
|- style="background:#D4D2BD;"
 +
|??? || ??? || ??? || ???
 +
|-
 +
|??? || ??? || ??? || ???
 +
|- style="background:#D4D2BD;"
 +
|??? || ??? || ??? || ???
 +
|-
 +
|??? || ??? || ??? || ???
 +
|- style="background:#D4D2BD;"
 +
|??? || ??? || ??? || ???
 +
|-
 +
|??? || ??? || ??? || ???
 +
|- style="background:#D4D2BD;"
 +
|??? || ??? || ??? || ???
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Sniping School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#8B864E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Sniping Basic Stance</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Hunter's Eyes || Free || Stance || You gain a +2 power bonus to ''damage potency'' to targeted attacks against your ''quarry.''
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#8B864E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Sniping Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Called Shot || Standard || Strike || Make a ''ranged attack'' with +2 ''damage potency'' against a non-amorphous creature.
 +
|- style="background:#D4D2BD;"
 +
|Distant Reaper || Swift || Boost || After dropping a creature, make another ranged attack at an adjacent creature.
 +
|-
 +
|Feel the Wind || Swift || Boost || Overcome environmental difficulties for ranged combat.
 +
|- style="background:#D4D2BD;"
 +
|Hammerblow Shot || Standard || Strike || Make a ''ranged attack'' with +1 ''damage potency'', ''push'' the target.
 +
|-
 +
|Hidden Thorn || Swift || Strike || Make a ''ranged attack'' against a creature.
 +
|- style="background:#D4D2BD;"
 +
|Hobbling Shot || Standard || Strike || Make a ''ranged attack'' against a creature; if you hit, also ''hobble'' the target.
 +
|-
 +
|Marksman's Shot || Standard || Strike || Make a ''ranged attack'' with +1 ''damage potency'' with reduced penalties for extreme range.
 +
|- style="background:#D4D2BD;"
 +
|Steady Hand || Swift || Boost || Extend a ranged weapon's first range increment by 30 feet for next attack.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
=Feats=
 +
The following are a selection of feats that are relevant to archers.
 +
 
 +
&nbsp;
 +
 
 +
<div id="Advanced_Study">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ADVANCED STUDY [Martial]</font></div>
 +
|-style="background:white;" align="left"
 +
|You've delved deeper into your martial learning to find new skills.
 
|-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.
+
|'''Benefit:''' You may select two maneuvers from your class's list and add them to your known maneuvers.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|'''Special:''' You may select this feat multiple times.
|-style="background:#FFD94F;" align="left"  
+
|}
|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.
+
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Dodge">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">DODGE [General]</font></div>
 +
|-style="background:white;" align="left"
 +
|Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
 
|-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.
+
|'''Prerequisites:''' Dex 13.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|'''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.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Aim_Tokens">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRA AIM TOKENS [Martial]</font></div>
! width="20%" align="left"|Trick Name
+
! width="80%" 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.
+
|You have learned how to increase your ability to retain your aim on a quarry.
|-style="background:#FFD94F;" align="left"
+
|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.)
+
 
|-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.
+
|'''Benefit:''' Select an initiator class that uses aim tokens that you have levels in. The size of your aim token pool increases by +2.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|'''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.
|-style="background:#FFD94F;" align="left"  
+
|}
|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.
+
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Extraordinary_Talent">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
 +
|-style="background:white;" align="left"
 +
|You are more talented than your experience would otherwise suggest.
 
|-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.
+
|'''Prerequisites:''' Character level 21st+.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
|-style="background:#FFD94F;" align="left"
+
|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.
+
|-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.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Lightning Reload">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">LIGHTNING RELOAD [Martial]</font></div>
! width="20%" align="left"|Trick Name
+
! width="80%" 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.
+
|You can reload firearms lightning-fast.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|'''Prerequisites:''' BAB +1, Basic Firearm Proficiency.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|'''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.
|-style="background:#FFD94F;" align="left"
+
|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.
+
 
|-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.
+
|When you reload a firearm with a full action, you can load an amount of ammunition equal to double your BAB.
 +
|-align="left"
 +
|'''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.
 +
|-align="left"
 +
|When you reload a firearm with a full action, you can load an amount of ammunition equal to your BAB.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Quick Draw">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUICK DRAW [General]</font></div>
! width="20%" align="left"|Trick Name
+
! width="80%" 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.
+
|You can draw weapons faster than most.
|-style="background:#FFD94F;" align="left"
+
|Heartstriker || Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
+
 
|-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.
+
|'''Prerequisites:''' BAB +1.
|-style="background:#FFD94F;" align="left"  
+
|-align="left"
|True Strike || The range at which you can inflict precision-based effects is unlimited until the end of your turn.
+
|'''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.
 +
|-align="left"  
 +
|A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
 +
|-align="left"  
 +
|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.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
==Design Notes==
+
=Design Notes=
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].
+
Full rebuild, t20 v4.
 +
 
 +
{{Class_Breadcrumb}}
  
[[category:Classes]]
+
[[category:Base Classes]]
 +
[[category:Martial]]
 +
[[category:Mechanics]]

Latest revision as of 08:46, 13 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.
BAB: Good.
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
Epic 20 11

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.

Toxophilite

The archer's skill with ranged weapons improves, putting her a cut above those who simply use them as they would any weapon.

At each of the listed levels, choose one of the abilities below. Unless otherwise specified, each ability can be taken only once.

You ignore all prerequisites for feats referenced by these abilities.

▶ Ammo Conservation

Whenever you roll a 1 on an ammo die, instead of depleting that ammunition, reduce the size of its ammo die by 1. This effect can only occur once per unit of ammunition.

d12 -> d10 -> d8 -> d6 -> d4 -> d3

At the beginning of your turn, if this feature was triggered on your last turn, you gain aim equal to half the original die size of the ammunition (so if you were using ammunition with an ammo die of d10, you would gain five aim; if the ammo die were a d4, you would gain two aim).

▶ Close-Quarters Archery

You no longer provoke opportunity attacks when using a ranged weapon within a threatened square.

At the beginning of your turn, if your quarry is threatening you with a melee weapon, you gain two aim.

▶ Far Shot

You gain the Far Shot feat.

When you spend a move action to gain aim, you gain one additional aim; if you spend at least a standard action to gain aim, you instead gain two additional aim.

▶ Nimble Archery

You gain a +10 feat bonus to Defenses against opportunity attacks due to moving into or out of a threatened area, if you have a ranged weapon in hand.

Whenever your quarry makes an opportunity attack against you, you gain two aim.

▶ Precise Shot

You gain the Precise Shot feat.

At the beginning of your turn, you gain one aim for each ally that is threatening your quarry.

▶ Point Blank Shot

You gain a +1 feat bonus to ranged attack rolls and a +1 feat bonus to your damage potency with ranged weapons against creatures within 30 feet.

At the beginning of your turn, if your quarry is within 30 feet of you and within your line of sight, you gain one aim.

▶ Rapid Shot

Whenever you make a basic ranged attack, you can instead make two basic ranged attacks, each at a -5 penalty.

At the beginning of your turn, if there are at least two enemies within range of a ranged weapon you wield and are within your line of sight, you gain one aim.

▶ Shot on the Run

You gain the Shot on the Run feat.

At the beginning of your turn, if you made a ranged attack against your quarry while moving on your last turn, you gain one aim.

Maneuvers

The following is the archer maneuver list, ordered by school, then by grade.

Awareness School

Awareness Basic Stance
Maneuver Name Action Type Effect
Hawk's Eyes Free Stance Increase the max range and accuracy of your ranged weapons.

 

Awareness Basic Maneuvers
Maneuver Name Action Type Effect
Blindside Standard Strike Make a ranged attack against a creature; if you hit, the target grants combat advantage to you and allies until the end of your next turn.
Intercepting Shade Reaction Counter Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
Manyshot Standard Strike Make two ranged attacks, each at -2 penalty.
Pierce the Shadows Swift Boost You can see invisible and ethereal creatures and objects for 1 round.
Point Blank Threat Reaction Strike Make a ranged attack against a creature that provoked an opportunity attack from an ally.
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Mobility School

Mobility Basic Stance
Maneuver Name Action Type Effect
???  ???  ???  ???

 

Mobility Basic Maneuvers
Maneuver Name Action Type Effect
Arc of Mobility Full Strike Move up to your speed, make two basic ranged attacks during your movement.
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
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Sniping School

Sniping Basic Stance
Maneuver Name Action Type Effect
Hunter's Eyes Free Stance You gain a +2 power bonus to damage potency to targeted attacks against your quarry.

 

Sniping Basic Maneuvers
Maneuver Name Action Type Effect
Called Shot Standard Strike Make a ranged attack with +2 damage potency against a non-amorphous creature.
Distant Reaper Swift Boost After dropping a creature, make another ranged attack at an adjacent creature.
Feel the Wind Swift Boost Overcome environmental difficulties for ranged combat.
Hammerblow Shot Standard Strike Make a ranged attack with +1 damage potency, push the target.
Hidden Thorn Swift Strike Make a ranged attack against a creature.
Hobbling Shot Standard Strike Make a ranged attack against a creature; if you hit, also hobble the target.
Marksman's Shot Standard Strike Make a ranged attack with +1 damage potency with reduced penalties for extreme range.
Steady Hand Swift Boost Extend a ranged weapon's first range increment by 30 feet for next attack.

 

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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