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:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
+
! colspan="7;" 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:#8A9381;"|'''Maneuvers'''
+
| 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%"|''Maneuvers Known''
+
|width="10%"|''Max Maneuver Level''
+
|width="10%"|''Max Aim Tokens''
+
 
|-
 
|-
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || 2 || 1st || 5
+
|1 || align="left"|Precision || Standard || 2 || Basic || 1 || 4
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || 3 || 1st || 6
+
|2 || align="left"|Toxophilite || Standard || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || 4 || 2nd || 7
+
|3 || align="left"|&nbsp; || Standard || 3 || Lesser || 1 || 7
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || 6 || 2nd || 9
+
|4 || align="left"|Toxophilite || Standard || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || 7 || 3rd || 10
+
|5 || align="left"|&nbsp; || Standard || 4 || Lesser || 2 || 10
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || 8 || 3rd || 11
+
|6 || align="left"|Toxophilite || Improved || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || 10 || 4th || 13
+
|7 || align="left"|&nbsp; || Improved || 5 || Lesser || 2 || 12
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || 11 || 4th || 14
+
|8 || align="left"|Toxophilite || Improved || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || 12 || 5th || 15
+
|9 || align="left"|&nbsp; || Improved || 6 || Expert || 2 || 15
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || 14 || 5th || 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; || 15 || 6th || 18
+
|11 || align="left"|&nbsp; || Improved || 7 || Expert || 3 || 18
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || 16 || 6th || 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; || 18 || 7th || 21
+
|13 || align="left"|&nbsp; || Improved || 8 || Greater || 3 || 20
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || 19 || 7th || 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; || 20 || 8th || 23
+
|15 || align="left"|&nbsp; || Supreme || 9 || Greater || 3 || 23
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || 22 || 8th || 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; || 23 || 9th || 26
+
|17 || align="left"|&nbsp; || Supreme || 10 || Greater || 3 || 26
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || 24 || 9th || 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; || 25 || 9th || 29
+
|19 || align="left"|&nbsp; || Supreme || 11 || Master || 3 || 28
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || 26 || 9th || 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."''
  
Line 66: Line 63:
  
 
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.
 
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.
 
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.
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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 [[Skills#Agility|Agility]] (Dex), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), [[Skills#Notice|Notice]] (Per), Profession (Wis), Ride (Dex), Spot (Per), Survival (Wis), and Tumble (Dex).
+
===T20===
 +
: '''Hit Points at 1st Level:''' 10 + Con score.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
+
: '''Hit Points at Each Additional Level:''' 7 + Con modifier.
  
'''Ethos:''' Any.
+
: '''Healing Surges:''' 8 + Con modifier.
  
'''Starting Age:''' Simple.
+
: '''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 ranged weapons. 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 ranged weapon 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:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Aim Pool: Aim Tokens</font></div>
+
 
 +
&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'''
+
|width="10%"|'''School'''
|width="50%"|'''Aim Tokens Gained'''
+
|width="10%"|'''Primary Ability'''
|-style="background:#B1B7AB;"
+
|width="80%" align="left"|'''Description'''
| Move || 1
+
 
|-
 
|-
| Standard || 2
+
|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:#B1B7AB;"
+
|-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; the target of your aim pool is your ''quarry''. If at any time you lose sight of your ''quarry'', you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer abilities allow you to gain tokens by taking other actions; in addition, if your ''quarry'' does not move on their turn, you gain additional aim tokens.
 
  
Making a new target your ''quarry'' is a free action, but you lose all your accumulated aim tokens.
+
&nbsp;
  
The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
+
Maneuvers 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.  
  
'''Maneuvers (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While almost anyone can pick up a bow and use it reasonably proficiently, archers are masters of the craft, and can perform feats of archery that are beyond most others, even other martial individuals.
+
{|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
 +
|}
  
Maneuvers cost an amount of aim tokens equal to their maneuver level to use. If you are using a Counter or Strike maneuver, you must include your ''quarry'' among its targets or within the maneuver's area; if you do not, the maneuver costs double the normal amount of aim tokens.
+
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.
  
At fourth level, and every four levels after, you can trade out one archer maneuver you know for any other, of any level you can access.
+
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.
  
'''Toxophilite:''' At each even level from 2nd to 9th, the archer gains an ability that represents her dedication to the cause of archery. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.
+
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).
  
* ''Agile Shots (Ex):'' You gain your Dexterity bonus to damage on ranged attacks.
+
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''.
* ''Close-Quarters Archery (Ex):'' You no longer provoke attacks of opportunity when using a ranged weapon within a threatened square. At the beginning of your turn, if your ''quarry'' is within 30 feet of you, you gain one aim token.
+
* ''Evasion (Ex):'' You gain ''evasion''.
+
* ''Extended Range (Ex):'' When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled.
+
* ''Far Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/far-shot-combat---final Far Shot] feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
+
* ''Nimble Archery (Ex):'' You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you made an attack against your ''quarry'' while moving.
+
* ''Precise Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final Precise Shot] feat. At the beginning of your turn, if you can see your ''quarry'', you gain one aim token.
+
* ''Point Blank Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final Point Blank Shot] feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if your ''quarry'' is within 30 feet of you, you gain one aim token.
+
* ''Shot on the Run (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/shot-on-the-run-combat---final Shot on the Run] feat. You gain one aim token at the end of your turn if you made an attack against your ''quarry'' while moving.
+
* ''Sniping (Ex):'' When sniping, you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20.
+
  
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
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''.
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Improved Aim Pool: Aim Tokens</font></div>
+
 
 +
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.
 +
 
 +
&nbsp;
 +
 
 +
{| 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="50%"|'''Action Taken'''
+
| width="16%"|&nbsp;
|width="50%"|'''Aim Tokens Gained'''
+
| width="84%" colspan="6" style="background:#AFAC86;"|'''Aim Acquisition Grade'''
|-style="background:#B1B7AB;"
+
| Swift || 1
+
 
|-
 
|-
| Move || 2
+
|'''Action Taken'''
|-style="background:#B1B7AB;"
+
|width="28%"|''Standard''
| Standard || 3
+
|width="28%"|''Improved''
 +
|width="28%"|''Supreme''
 
|-
 
|-
| Full || 5
+
|Swift || 1 || 1d2 || 1d3
|-style="background:#B1B7AB;"
+
|-style="background:#D4D2BD;"
| Opponent remains still || 2
+
|Move || 1d2 || 1d4 || 1d8
 +
|-
 +
|Standard || 1d4 || 1d8 || 1d12
 +
|-style="background:#D4D2BD;"
 +
|Full || 2d3 || 2d6 || 2d10
 +
|-
 +
|''Quarry'' standing still || 1 || 2 || 4
 
|}
 
|}
'''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 your ''quarry'' at the beginning of your turn, you lose half your aim tokens, rounded down, instead of losing all of your aim tokens.
+
 
* ''Double Trouble (Ex):'' You can have two ''quarries'' at the same time. When you target a second creature, you halve the maximum number of aim tokens you can have until you have one or fewer ''quarries''. Abilities that key off of your ''quarry'' can be used in regards to either creature. If you have two ''quarries'' and use a free action to designate a new ''quarry'', you lose only half your aim tokens, rather than all of them.
+
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.
* ''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;"
+
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.
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Supreme Aim Pool: Aim Tokens</font></div>
+
 
 +
<div id="Precision">
 +
{| 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:#B1B7AB;"
+
! 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:#B1B7AB;"
+
! 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:#B1B7AB;"
+
|- 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)
 
* ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
 
* ''Ranged Defense (Ex):'' You gain DR 5/- against ranged, but not firearm, attacks. In addition, as an immediate action, you can catch an arrow fired at you and shoot it any target you choose, as if you had the [http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final Snatch Arrows] feat.
 
* ''Sniper (Ex):'' You gain +1d6 sneak attack, usable only with ranged weapons. You can take this talent multiple times; its effect stacks.
 
* ''Toxophilite Mastery:'' You gain one additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
 
* ''Uncanny Dodge (Ex):'' You gain uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge, if you have that ability.
 
** ''Improved Uncanny Dodge (Ex):'' You gain improved uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge. (''Prerequisite:'' Uncanny Dodge)
 
* ''Feat:'' The archer may select a bonus feat in place of a talent.
 
  
==Maneuver List==
+
&nbsp;
The following is the archer maneuver list.
+
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
==Mobility School==
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">1st-Level Archer Maneuvers</font></div>
+
{|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="16%" align="left"|Maneuver Name
+
! width="10%"|Maneuver Name
! width="12%" align="left"|Action
+
! width="8%"|Action
! width="10%" align="left"|Type
+
! width="8%"|Type
! width="62%" align="left"|Effect
+
! width="74%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|[[Martial:_Maneuvers_A-E#Called Shot|Called Shot]] || Standard || Strike || '''Spot Check -''' if succeed, deal +2d6 damage; if fail, -2 to attack roll.
+
|??? || ??? || ??? || ???
|-align="left" style="background:#B1B7AB;"
+
|[[Martial:_Maneuvers_A-E#Curveshot|Curveshot]] || Standard || Strike || '''Spot Check -''' if succeed, ignore cover.
+
|-align="left"
+
|[[Martial:_Maneuvers_A-E#Distant Reaper|Distant Reaper]] || Swift || Boost || After dropping a creature, make another ranged attack at an adjacent creature.
+
|-align="left" style="background:#B1B7AB;"
+
|[[Martial:_Maneuvers_F-K#Hawk's Eyes|Hawk's Eyes]] || Swift || Stance || Increase max range and accuracy of ranged weapons.
+
|-align="left"
+
|[[Martial:_Maneuvers_F-K#Hobbling Shot|Hobbling Shot]] || Standard || Strike || Attack slows creature's movement.
+
|-align="left" style="background:#B1B7AB;"
+
|[[Martial:_Maneuvers_F-K#Hunter's Eyes|Hunter's Eyes]] || Swift || Stance || Increase damage against ''quarried'' target.
+
|-align="left"
+
|[[Martial:_Maneuvers_L-Q#Manyshot|Manyshot]] || Standard || Strike || Make two ranged attacks, each at -2 penalty.
+
|-align="left" style="background:#B1B7AB;"
+
|[[Martial:_Maneuvers_L-Q#Marksman's Shot|Marksman's Shot]] || Full || Strike || Range penalties reduced by -2, deal +1d6 damage.
+
|-align="left"
+
|[[Martial:_Maneuvers_L-Q#Point Blank Threat|Point Blank Threat]] || Reaction || Counter || Make a ranged attack against a creature that provoked an attack of opportunity from an ally.
+
|-align="left" style="background:#B1B7AB;"
+
|[[Martial:_Maneuvers_R-Z#Steady Hand|Steady Hand]] || Swift || Boost || Extend a ranged weapon's first range increment by 30 feet for next attack.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">2nd-Level Archer Maneuvers</font></div>
+
! 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="16%" align="left"|Maneuver Name
+
! width="10%"|Maneuver Name
! width="12%" align="left"|Action
+
! width="8%"|Action
! width="10%" align="left"|Type
+
! width="8%"|Type
! width="62%" align="left"|Effect
+
! width="74%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arc of Mobility || Full || Strike || Move up to your speed; make two ranged attacks during your movement.
+
|Arc of Mobility || Full || Strike || Move up to your speed, make two ''basic ranged attacks'' during your movement.
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Blindside || Standard || Strike || Make ranged attack, target becomes flat-footed.
+
|??? || ??? || ??? || ???
|-align="left"
+
|-
|Feel the Wind || Swift || Boost || Overcome environmental difficulties for ranged combat.
+
|??? || ??? || ??? || ???
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Field of Quills || Full || Strike || You shoot a storm of arrows, dealing damage and causing difficult terrain in a 10-foot burst.
+
|??? || ??? || ??? || ???
|-align="left"
+
|-
|Hammerblow Shot || Standard || Strike || Ranged attack deals +2d6 damage, can bull rush target.
+
|??? || ??? || ??? || ???
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Hidden Thorn || Swift || Boost || Make a ranged attack at -2 penalty.
+
|??? || ??? || ??? || ???
|-align="left"
+
|-
|Intercepting Shade || Reaction || Counter || Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
+
|??? || ??? || ??? || ???
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Mighty Arrows || Swift || Boost || Your ranged attacks against targets within 30 feet deal +1d6 damage for 1 round.
+
|??? || ??? || ??? || ???
|-align="left"
+
|Pierce the Shadows || Swift || Boost || You can see ''invisible'' and ''ethereal'' creatures and objects for 1 round.
+
|-align="left" style="background:#B1B7AB;"
+
|Rhythm of Air || Full || Strike || Make three ranged attacks, each at -2 penalty.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
==Sniping School==
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">3rd-Level Archer Maneuvers</font></div>
+
{|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="16%" align="left"|Maneuver Name
+
! width="10%"|Maneuver Name
! width="12%" align="left"|Action
+
! width="8%"|Action
! width="10%" align="left"|Type
+
! width="8%"|Type
! width="62%" align="left"|Effect
+
! width="74%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arrow Onslaught || Full || Strike || Ranged attack becomes a 30-foot cone, at -4 penalty.
+
|Hunter's Eyes || Free || Stance || You gain a +2 power bonus to ''damage potency'' to targeted attacks against your ''quarry.''
|-align="left" style="background:#B1B7AB;"
+
|Confound the Blade || Standard || Strike || Ranged attack deals +3d6 damage, can disarm target.
+
|-align="left"
+
|Deft Shot || Standard || Strike || Ranged attack deals +1d6 damage, resolve as touch attack, ignores DR, Hardness, and ''protect''.
+
|-align="left" style="background:#B1B7AB;"
+
|Flanking Shot || Standard || Strike || Ranged attack deals +2d6 damage, target is treated as flanked for 1 round.
+
|-align="left"
+
|Hail of Arrows || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty.
+
|-align="left" style="background:#B1B7AB;"
+
|Impaling Shot || Full || Strike || Ranged attack becomes a 60-foot line attack, at -4 penalty.
+
|-align="left"
+
|Mercy of the Hunter || Swift || Boost || Ranged attacks get +4 to hit against ''bloodied'' creatures, +8 against ''critical'' creatures.
+
|-align="left" style="background:#B1B7AB;"
+
|Stalking Hunter Stance || Swift || Stance || May make ranged attacks while moving, +4 AC against ranged attacks.
+
|-align="left"
+
|Sure Shot || Standard || Strike || Ranged attack gets +20 to hit, deals +2d6 damage.
+
|-align="left" style="background:#B1B7AB;"
+
|Unerring Shot || Standard || Strike || Ranged attack ignores cover and concealment.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">4th-Level Archer Maneuvers</font></div>
+
! 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="16%" align="left"|Maneuver Name
+
! width="10%"|Maneuver Name
! width="12%" align="left"|Action
+
! width="8%"|Action
! width="10%" align="left"|Type
+
! width="8%"|Type
! width="62%" align="left"|Effect
+
! width="74%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arc of Accuracy || Swift || Boost || Shots fired within first range increment ignore cover.
+
|Called Shot || Standard || Strike || Make a ''ranged attack'' with +2 ''damage potency'' against a non-amorphous creature.
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Called Shot, Greater || Standard || Strike || '''Spot Check -''' if succeed, deal +6d6 damage and target is flat-footed; if fail, -2 to attack roll.  
+
|Distant Reaper || Swift || Boost || After dropping a creature, make another ranged attack at an adjacent creature.
|-align="left"
+
|-
|Celeritous Volley || Standard || Strike || Make a full attack action. All your attacks must be ranged attacks.
+
|Feel the Wind || Swift || Boost || Overcome environmental difficulties for ranged combat.
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Farsighted Focus || Move || Boost || You can visualize the battlefield from another angle.
+
|Hammerblow Shot || Standard || Strike || Make a ''ranged attack'' with +1 ''damage potency'', ''push'' the target.
|-align="left"
+
|-
|Interjecting Shot || Reaction || Counter || Negate melee attack within 30 ft. with opposed attack roll.
+
|Hidden Thorn || Swift || Strike || Make a ''ranged attack'' against a creature.
|-align="left" style="background:#B1B7AB;"  
+
|- style="background:#D4D2BD;"
|Moment of Fate || Swift || Boost || When you miss with a ranged attack, reroll the attack roll with a +2 bonus.
+
|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"  
|Rebuke of the Heavens || Full || Strike || Make a full attack; target may gain a status effect dependant on how many attacks hit.
+
|'''Benefit:''' You may select two maneuvers from your class's list and add them to your known maneuvers.
|-align="left" style="background:#B1B7AB;"
+
|Searing Break || Swift || Boost || All ranged attacks deal +3d6 damage for one round.
+
 
|-align="left"  
 
|-align="left"  
|Sniper's Stance || Swift || Stance || Suffer only a -5 penalty to Hide checks after shooting.
+
|'''Special:''' You may select this feat multiple times.
|-align="left" style="background:#B1B7AB;"
+
|Unveiling Shot || Standard || Strike || Ranged attack; if you hit, ''dispel'' any illusion effects on the target.
+
 
|}
 
|}
 +
</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="Dodge">
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">5th-Level Archer Maneuvers</font></div>
+
{|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>
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Blinding Shot || Standard || Strike || Ranged attack deals +6d6 damage, can ''blind'' target.
+
|Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
|-align="left" style="background:#B1B7AB;"
+
|Felling Volley || Full || Strike || Make a full attack; target gains status effects dependant on how many attacks hit.
+
 
|-align="left"  
 
|-align="left"  
|Focused Shot || Standard || Strike || Ranged attack deals +5d6 damage, can pin target.
+
|'''Prerequisites:''' Dex 13.
|-align="left" style="background:#B1B7AB;"
+
|Golem Smasher || Swift || Boost || Your next ranged attack ignores DR, Hardness, and protect.
+
 
|-align="left"  
 
|-align="left"  
|Horizon Seeker || Standard || Strike || Ranged attack deals +5d6 damage, ignores penalties for range.
+
|'''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.
|-align="left" style="background:#B1B7AB;"
+
|Interception || Standard || Strike || Intercept a ranged attack.
+
|-align="left"
+
|Point Blank Opportunist || Reaction || Strike || Make a ranged attack against a creature within 30 feet who has just been struck by an ally.
+
|-align="left" style="background:#B1B7AB;"
+
|Quick Nock || Swift || Boost || Make two ranged attacks, one at your highest attack bonus, the second at -5.
+
 
|}
 
|}
 +
</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="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">6th-Level Archer Maneuvers</font></div>
+
{|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="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arrow Onslaught, Greater || Full || Strike || Ranged attack becomes 60-foot cone, at -4 penalty.
+
|You have learned how to increase your ability to retain your aim on a quarry.
|-align="left" style="background:#B1B7AB;"
+
|Covering Fire || Swift || Boost || Designate a 20-foot radius area; make ranged attacks against creatures that enter as a reaction.
+
|-align="left"
+
|Hunter's Mark || Swift || Boost || All ranged attacks threaten a critical if they hit for one round.
+
|-align="left" style="background:#B1B7AB;"
+
|Mind-Clearing Shot || Standard || Strike || Ranged attack deals no damage, but can remove mental status ailments.v
+
 
|-align="left"  
 
|-align="left"  
|Reaving Arrows || Swift || Boost || All your ranged attacks deal +5d6 damage for one round.
+
|'''Benefit:''' Select an initiator class that uses aim tokens that you have levels in. The size of your aim token pool increases by +2.
|-align="left" style="background:#B1B7AB;"
+
|Shot of Reversal || Standard || Strike || Ranged attack deals +6d6 damage, target may be staggered.
+
 
|-align="left"  
 
|-align="left"  
|Sublime Marksmanship || Swift || Stance || Your ranged attacks ignore all concealment and cover less than total.
+
|'''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.
 
|}
 
|}
 +
</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="Extraordinary_Talent">
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">7th-Level Archer Maneuvers</font></div>
+
{|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>
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arresting Shot || Reaction || Counter || Make an attack against a creature that moves within 30 feet of you and stop their movement.
+
|You are more talented than your experience would otherwise suggest.
|-align="left" style="background:#B1B7AB;"
+
|Called Shot, Supreme || Standard || Strike || '''Spot Check -''' Ranged attack deals +12d6 damage, can stun target.
+
 
|-align="left"  
 
|-align="left"  
|Deadeye || Swift || Boost || Your next ranged attack deals maximum damage.
+
|'''Prerequisites:''' Character level 21st+.
|-align="left" style="background:#B1B7AB;"
+
|Eagle's Eye || Swift || Boost || '''Spot Check -''' Ranged attacks against your ''quarry'' are resolved against their touch AC for one round.
+
 
|-align="left"  
 
|-align="left"  
|Furious Pull || Swift || Boost || Take a penalty to ranged attack rolls, add double that as bonus to ranged damage.
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
|-align="left" style="background:#B1B7AB;"
+
|Gigas Shot || Standard || Strike || Ranged attack deals +6d6 damage, ignores DR, Hardness, and ''protect''.
+
|-align="left"
+
|Heartseeker || Standard || Strike || '''Spot Check -''' Ranged attack ignores range penalties, cover, concealment, deals +15d6 to flat-footed enemy.
+
|-align="left" style="background:#B1B7AB;"
+
|Seeking Arrows || Swift || Boost || Gain a +10 insight bonus on all ranged attacks for one round.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|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="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">8th-Level Archer Maneuvers</font></div>
+
{|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="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Aurora Break || Swift || Boost || All your ranged attacks deal +8d6 damage for one round.
+
|You can reload firearms lightning-fast.
|-align="left" style="background:#B1B7AB;"  
+
|-align="left"
|Confusion Shot || Standard || Strike || Ranged attack deals +12d6 damage, can ''confuse'' target.
+
|'''Prerequisites:''' BAB +1, Basic Firearm Proficiency.
 +
|-align="left"  
 +
|'''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.
 
|-align="left"  
 
|-align="left"  
|Hail of Arrows, Greater || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty; attacks deal +3d6 damage.
+
|When you reload a firearm with a full action, you can load an amount of ammunition equal to double your BAB.
|-align="left" style="background:#B1B7AB;"
+
|Lightning Nock || Swift || Boost || Make three ranged attacks: one at your highest attack bonus, the second at -5, the third at -10.
+
 
|-align="left"  
 
|-align="left"  
|Paralyzing Shot || Standard || Strike || Ranged attack deals +12d6 damage, can ''paralyze'' target.
+
|'''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" style="background:#B1B7AB;"
+
|Storm of Arrows || Full || Strike || Make a number of ranged attacks equal to your initiator modifier, all at your highest attack bonus.
+
 
|-align="left"  
 
|-align="left"  
|Transcendant Gaze || Swift || Boost || Gain ''true seeing'' for one round.
+
|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="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">9th-Level Archer Maneuvers</font></div>
+
{|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="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|All Creation || Full || Strike || Make two full attack actions; all attacks must be with a ranged weapon; attacks deal +2d6 damage.
+
|You can draw weapons faster than most.
|-align="left" style="background:#B1B7AB;"
+
|Doom Arrow || Standard || Strike || '''Spot Check -''' Ranged attack deals +140 damage, can inflict ''doom''.
+
 
|-align="left"  
 
|-align="left"  
|Eagle Eye || Swift || Boost || All of your ranged attacks automatically hit targets that you can see for one round.
+
|'''Prerequisites:''' BAB +1.
|-align="left" style="background:#B1B7AB;"
+
|[[Martial:_Maneuvers_F-K#Fight in the Shade|Fight in the Shade]] || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst; attack deals +80 damage.
+
 
|-align="left"  
 
|-align="left"  
|Impossible Shot || Standard || Strike || Make a ranged attack against a target you cannot hit.
+
|'''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;
  
=Feats=
+
=Design Notes=
The following are a selection of feats that are relevant to archers.
+
Full rebuild, t20 v4.
  
&nbsp;
+
{{Class_Breadcrumb}}
 
+
=Design Notes=
+
Despite being a ranged class - which would typically necessitate that they do less damage - the fact that archers have to spend time aiming means that they can't bring all their abilities to the fore all the time. As such archer maneuver damage output is comparable to that of an einhander; the result is that the archer will match the einhander in either (1) super-ideal conditions, and (2) every couple rounds.
+
  
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Martial]]
 
[[category:Martial]]
 +
[[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.
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???

 

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.
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???
???  ???  ???  ???

 

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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