Class: Archer

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

 

Archer

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

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

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

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.

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

Game Rule Information

Archers have the following game statistics.

Force Alignment: None.

Force Resistances: None.

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

Hit Die: d8.

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

Skill Points at Each Level: 4 + Int modifier.

Ethos: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: Selkies.

Class Features

All of the following are class features of the archer.

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

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

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

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

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

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

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

The maximum number of aim tokens an archer have is listed on the class table, above. While you are wielding a ranged weapon, you improve this amount by your Dexterity modifier; if you are wielding a firearm, improve this amount by your Perception modifier instead. If you should become disarmed or switch to a weapon that uses a different modifier, any tokens you have above your base amount (before adding your relevant ability score modifier) are lost.

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

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

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

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

Some of these abilities grant additional aim tokens at the beginning of your turn. For these abilities, they only grant aim tokens if your current quarry has been your quarry since at least the end of your last turn. Abilities that grant aim tokens at the end of your turn, or based on other conditions, ignore this restriction.

  • Agile Shots (Ex): When you make a ranged attack, increase the damage you deal by the ability score modifier you used to modify the attack roll (typically Dex for normal ranged weapons, and Per for firearms).
  • 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 threatening you with a melee weapon, you gain two aim tokens.
  • Evasion (Ex): You gain evasion.
  • Extended Range (Ex): When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled.
  • Far Shot (Ex): You gain the Far Shot feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
  • Nimble Archery (Ex): You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. Whenever your quarry makes an attack of opportunity against you, you gain two aim tokens.
  • Precise Shot (Ex): You gain the Precise Shot feat. At the beginning of your turn, you gain one aim token for each ally that is threatening your quarry.
  • Point Blank Shot (Ex): You gain the Point Blank Shot feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if your quarry is within 30 feet of you, you gain one aim token.
  • Shot on the Run (Ex): You gain the Shot on the Run feat. You gain one aim token at the end of your turn if you made an attack against your quarry while moving.
  • Sniping (Ex): When sniping, you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20.
Improved Aim Pool: Aim Tokens
Action Taken Aim Tokens Gained
Swift 1
Move 2
Standard 3
Full 5
Opponent remains still 2

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

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

Maneuver List

The following is the archer maneuver list.

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Feats

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

 

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

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.