Class: Archer

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The Archer
  Archery
Level BAB AAB Fort Ref Will Special Grade Accessible Tricks Known Max Aim Tokens
1 +0 +1 +0 +2 +0 Aim Pool Marksman 1 5
2 +1 +2 +0 +3 +0 Toxophilite Marksman 2 6
3 +1 +3 +1 +3 +1 Toxophilite Marksman 3 7
4 +2 +4 +1 +4 +1 Toxophilite Marksman 3 9
5 +2 +5 +1 +4 +1 Toxophilite Marksman 4 10
6 +3 +6/+1 +2 +5 +2 Toxophilite Marksman 5 11
7 +3 +7/+2 +2 +5 +2 Toxophilite Marksman 6 13
8 +4 +8/+3 +2 +6 +2 Toxophilite Marksman 6 14
9 +4 +9/+4 +3 +6 +3 Toxophilite Marksman 7 15
10 +5 +10/+5 +3 +7 +3 Archer Talent Deadeye 8 17
11 +5 +11/+6/+1 +3 +7 +3   Deadeye 9 18
12 +6/+1 +12/+7/+2 +4 +8 +4 Archer Talent Deadeye 9 19
13 +6/+1 +13/+8/+3 +4 +8 +4   Deadeye 10 21
14 +7/+2 +14/+9/+4 +4 +9 +4 Archer Talent Deadeye 11 22
15 +7/+2 +15/+10/+5 +5 +9 +5   Deadeye 12 23
16 +8/+3 +16/+11/+6/+1 +5 +10 +5 Archer Talent Sniper 12 25
17 +8/+3 +17/+12/+7/+2 +5 +10 +5   Sniper 13 26
18 +9/+4 +18/+13/+8/+3 +6 +11 +6 Archer Talent Sniper 14 27
19 +9/+4 +19/+14/+9/+4 +6 +11 +6   Sniper 15 29
20 +10/+5 +20/+15/+10/+5 +6 +12 +6 Archer Talent Legendary 15 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. 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.

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.

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.

Game Rule Information

Archers have the following game statistics.

Force Alignment: None.

Force Resistances: None.

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

Hit Die: d8.

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

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: As a fighter.

Starting Gold: 6d4 x 10gp.

Favored By: Selkies.

Class Features

All of the following are class features of the archer.

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

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

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

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

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

Aim Pool: You gain access to a pool of aim tokens. You must designate a target for your pool. 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.

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.

Tricks cost a specific amount based on grade.

  • Marksman: 1
  • Deadeye: 2
  • Sniper: 4
  • Legendary: 20

Tricks follow the following rules regarding their usage.

  • You cannot improve the effects of a trick by spending additional aim tokens, unless a trick specifically states you can.
  • You must decide to use a trick before you make any attack rolls.
  • The benefits of a trick apply to all your ranged attacks made against the target of your aim pool until the start of your next turn.
  • You can only benefit from one trick of each grade in a given round.

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

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

If an ability would grant a feat that you already have, you automatically gain that ability if you meet all of its prerequisites.

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.
  • Far Shot (Ex): You gain the Far Shot feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
    • 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 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 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 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 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 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)
Improved Aim Pool: Aim Tokens
Action Taken Aim Tokens Gained
Swift 1
Move 2
Standard 3
Full 5
Opponent remains still 2

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

  • Aim Focus: Increase the max number of aim tokens you can have by 2. You can take this talent multiple times; its effect stacks.
  • Aim with my Mind (Ex): If you do not have sight of 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.
  • Evasion (Ex): You gain evasion.
    • Improved Evasion (Ex): You gain improved evasion. (Prerequisite: Evasion)
  • Expert Archer: You gain a +2 insight bonus on attack and damage rolls with all ranged weapons. You can take this talent multiple times; its effect stacks, and each time you do, increase your total bonus by the number of times you have previously taken this talent.
Supreme Aim Pool: Aim Tokens
Action Taken Aim Tokens Gained
Swift 2
Move 4
Standard 6
Full 10
Opponent remains still 4
  • Hawkeye (Ex): You gain a +2 insight bonus on all Perception-based checks, and treat the base range increment of all ranged weapons as 10 feet larger. You can take this talent multiple times; its effect stacks.
  • Improved Aim Pool: The rate at which you accrue aim tokens improves.
    • Supreme Aim Pool: The rate at which you accrue aim tokens improves. (Prerequisite: Improved Aim Pool)
  • Ranged Defense (Ex): You gain DR 5/- against ranged, but not firearm, attacks. In addition, as an immediate action, you can catch an arrow fired at you and shoot it any target you choose, as if you had the Snatch Arrows feat.
  • Sniper (Ex): You gain +1d6 sneak attack, usable only with ranged weapons. 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

Marksman Archer Tricks
Trick Name Effect
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.
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.
Close-Quarters Archery You must have the Point Blank Shot Toxophilite ability and be using a projectile weapon to use this ability. You may use your ranged weapon as a melee weapon until the start of your next turn; if you do, you lose half of your aim tokens, rounded down. You threaten spaces up to your normal reach and make attacks of opportunity as normal. You may not make ranged attacks in the round in which you use this ability.
Distant 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.
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.
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.
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.
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.
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.

 

Deadeye Archer Tricks
Trick Name Effect
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.

 

Sniper Archer Tricks
Trick Name Effect
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.
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.
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.
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.
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.
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.
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.

 

Legendary Archer Tricks
Trick Name Effect
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.
Heartstriker Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
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.
True Strike The range at which you can inflict precision-based effects is unlimited until the end of your turn.

 

Feats

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

 

ENTHUSIASTIC TOXOPHILITE [General]
You have great enthusiasm for the art of archery.
Prerequisites: Toxophilite class feature.
Benefit: You gain one Toxophilite ability. You must meet the ability's prerequisites.

 

Design Notes

Significant inspiration from Hong's Iron Heroes hack. Also took some things from Pathfinder's fighter archer archetype.