Difference between revisions of "Test Page"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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Clear.
! 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>
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|-
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| colspan="7"|&nbsp;
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| colspan="3" style="background:#8A9381;"|'''Maneuvers'''
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|-
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|width="5%"|'''Level'''
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|width="7%" align="left"|'''BAB'''
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|width="11%" align="left"|'''AAB'''
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|width="9%"|'''Fort'''
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|width="9%"|'''Ref'''
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|width="9%"|'''Will'''
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|width="20%" align="left"|'''Special'''
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|width="10%"|''Maneuvers Known''
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|width="10%"|''Max Maneuver Level''
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|width="10%"|''Max Aim Tokens''
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|-
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|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || 2 || 1st || 5
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|-style="background:#B1B7AB;"
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|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || 3 || 1st || 6
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|-
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|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || 4 || 2nd || 7
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|-style="background:#B1B7AB;"
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|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || 6 || 2nd || 9
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|-
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|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || 7 || 3rd || 10
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|-style="background:#B1B7AB;"
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|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || 8 || 3rd || 11
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|-
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|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || 10 || 4th || 13
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|-style="background:#B1B7AB;"
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|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || 11 || 4th || 14
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|-
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|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || 12 || 5th || 15
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|-style="background:#B1B7AB;"
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|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || 14 || 5th || 17
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|-
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|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || 15 || 6th || 18
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|-style="background:#B1B7AB;"
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|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || 16 || 6th || 19
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|-
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|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || 18 || 7th || 21
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|-style="background:#B1B7AB;"
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|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || 19 || 7th || 22
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|-
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|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || 20 || 8th || 23
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|-style="background:#B1B7AB;"
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|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || 22 || 8th || 25
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|-
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|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || 23 || 9th || 26
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|-style="background:#B1B7AB;"
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|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || 24 || 9th || 27
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|-
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|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || 25 || 9th || 29
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|-style="background:#B1B7AB;"
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|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || 26 || 9th || 30
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|}
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&nbsp;
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=Archer=
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[[Image:archer.jpg|thumb|375px|right|Silaqui, iconic archer]]
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: ''"Quieter than a gun, better range than a sword."''
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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.
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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.
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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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==Game Rule Information==
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Archers have the following game statistics.
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'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
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'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
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'''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.
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'''Hit Die:''' d8.
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'''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), Profession (Wis), Ride (Dex), Spot (Per), Survival (Wis), and Tumble (Dex).
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'''Skill Points at Each Level:''' 4 + Int modifier.
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'''Ethos:''' Any.
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'''Starting Age:''' Simple.
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'''Starting Gold:''' 6d4 x 10gp.
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'''Favored By:''' [[Selkie | Selkies]].
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==Class Features==
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All of the following are class features of the archer.
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'''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.
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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.
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'''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.
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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).
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{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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|width="50%"|'''Action Taken'''
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|width="50%"|'''Aim Tokens Gained'''
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|-style="background:#B1B7AB;"
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| Move || 1
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|-
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| Standard || 2
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|-style="background:#B1B7AB;"
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| Full || 4
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|-
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| Opponent remains still || 1
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|}
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'''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.
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Making a new target your ''quarry'' is a free action, but you lose all your accumulated aim tokens.
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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.
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'''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.
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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.
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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.
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'''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.
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* ''Agile Shots (Ex):'' You gain your Dexterity bonus to damage on ranged attacks.
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* ''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.
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* ''Evasion (Ex):'' You gain ''evasion''.
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* ''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.
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* ''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.
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* ''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.
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* ''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.
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* ''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.
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* ''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.
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* ''Sniping (Ex):'' When sniping, you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20.
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{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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|width="50%"|'''Action Taken'''
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|width="50%"|'''Aim Tokens Gained'''
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|-style="background:#B1B7AB;"
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| Swift || 1
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|-
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| Move || 2
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|-style="background:#B1B7AB;"
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| Standard || 3
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|-
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| Full || 5
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|-style="background:#B1B7AB;"
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| Opponent remains still || 2
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|}
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'''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.
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* ''Aim Focus:'' Increase the max number of aim tokens you can have by 2. You can take this talent multiple times; its effect stacks.
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* ''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.
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* ''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.
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* ''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.
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{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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|width="50%"|'''Action Taken'''
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|width="50%"|'''Aim Tokens Gained'''
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|-style="background:#B1B7AB;"
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| Swift || 2
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|-
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| Move || 4
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|-style="background:#B1B7AB;"
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| Standard || 6
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|-
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| Full || 10
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|-style="background:#B1B7AB;"
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| Opponent remains still || 4
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|}
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* ''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.
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* ''Improved Aim Pool:'' The rate at which you accrue aim tokens improves.
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** ''Supreme Aim Pool:'' The rate at which you accrue aim tokens improves. (''Prerequisite:'' Improved Aim Pool)
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* ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
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* ''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.
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* ''Sniper (Ex):'' You gain +1d6 sneak attack, usable only with ranged weapons. You can take this talent multiple times; its effect stacks.
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* ''Toxophilite Mastery:'' You gain one additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
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* ''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.
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** ''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)
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* ''Feat:'' The archer may select a bonus feat in place of a talent.
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==Maneuver List==
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The following is the archer maneuver list.
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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! width="16%" align="left"|Maneuver Name
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! width="12%" align="left"|Action
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! width="10%" align="left"|Type
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! width="62%" align="left"|Effect
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|-style="background:white;" align="left"
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|Called Shot || Standard || Strike || '''Spot Check -''' if succeed, deal +2d6 damage; if fail, -2 to attack roll.
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|-align="left" style="background:#B1B7AB;"
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|Curveshot || Standard || Strike || '''Spot Check -''' if succeed, ignore cover.
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|-align="left"
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|Distant Reaper || Swift || Boost || After dropping a creature, make another ranged attack at an adjacent creature.
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|-align="left" style="background:#B1B7AB;"
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|Hawk's Eyes || Swift || Stance || Increase max range and accuracy of ranged weapons.
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|-align="left"
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|Hobbling Shot || Standard || Strike || Attack slows creature's movement.
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|-align="left" style="background:#B1B7AB;"
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|Hunter's Eyes || Swift || Stance || Increase damage against ''quarried'' target.
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|-align="left"
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|Manyshot || Standard || Strike || Make two ranged attacks, each at -2 penalty.
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|-align="left" style="background:#B1B7AB;"
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|Marksman's Shot || Full || Strike || Range penalties reduced by -2, deal +1d6 damage.
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|-align="left"
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|Point Blank Threat || Reaction || Counter || Make a ranged attack against a creature that provoked an attack of opportunity from an ally.
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|-align="left" style="background:#B1B7AB;"
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|Steady Hand || Swift || Boost || Extend a ranged weapon's first range increment by 30 feet for next attack.
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|}
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&nbsp;
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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! width="16%" align="left"|Maneuver Name
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! width="12%" align="left"|Action
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! width="10%" align="left"|Type
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! width="62%" align="left"|Effect
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|-style="background:white;" align="left"
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|Arc of Mobility || Full || Strike || Move up to your speed; make two ranged attacks during your movement.
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|-align="left" style="background:#B1B7AB;"
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|Blindside || Standard || Strike || Make ranged attack, target becomes flat-footed.
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|-align="left"
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|Feel the Wind || Swift || Boost || Overcome environmental difficulties for ranged combat.
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|-align="left" style="background:#B1B7AB;"
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|Field of Quills || Full || Strike || You shoot a storm of arrows, dealing damage and causing difficult terrain in a 10-foot burst.
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|-align="left"
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|Hammerblow Shot || Standard || Strike || Ranged attack deals +2d6 damage, can bull rush target.
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|-align="left" style="background:#B1B7AB;"
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|Hidden Thorn || Swift || Boost || Make a ranged attack at -2 penalty.
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|-align="left"
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|Intercepting Shade || Reaction || Counter || Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
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|-align="left" style="background:#B1B7AB;"
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|Mighty Arrows || Swift || Boost || Your ranged attacks against targets within 30 feet deal +1d6 damage for 1 round.
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|-align="left"
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|Pierce the Shadows || Swift || Boost || You can see ''invisible'' and ''ethereal'' creatures and objects for 1 round.
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|-align="left" style="background:#B1B7AB;"
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|Rhythm of Air || Full || Strike || Make three ranged attacks, each at -2 penalty.
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|}
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&nbsp;
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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! width="16%" align="left"|Maneuver Name
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! width="12%" align="left"|Action
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! width="10%" align="left"|Type
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! width="62%" align="left"|Effect
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|-style="background:white;" align="left"
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|Arrow Onslaught || Full || Strike || Ranged attack becomes a 30-foot cone, at -4 penalty.
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|-align="left" style="background:#B1B7AB;"
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|Confound the Blade || Standard || Strike || Ranged attack deals +3d6 damage, can disarm target.
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|-align="left"
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|Deft Shot || Standard || Strike || Ranged attack deals +1d6 damage, resolve as touch attack, ignores DR, Hardness, and ''protect''.
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|-align="left" style="background:#B1B7AB;"
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|Flanking Shot || Standard || Strike || Ranged attack deals +2d6 damage, target is treated as flanked for 1 round.
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|-align="left"
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|Hail of Arrows || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty.
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|-align="left" style="background:#B1B7AB;"
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|Impaling Shot || Full || Strike || Ranged attack becomes a 60-foot line attack, at -4 penalty.
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|-align="left"
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|Mercy of the Hunter || Swift || Boost || Ranged attacks get +4 to hit against ''bloodied'' creatures, +8 against ''critical'' creatures.
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|-align="left" style="background:#B1B7AB;"
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|Stalking Hunter Stance || Swift || Stance || May make ranged attacks while moving, +4 AC against ranged attacks.
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|-align="left"
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|Sure Shot || Standard || Strike || Ranged attack gets +20 to hit, deals +2d6 damage.
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|-align="left" style="background:#B1B7AB;"
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|Unerring Shot || Standard || Strike || Ranged attack ignores cover and concealment.
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|}
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&nbsp;
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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! width="16%" align="left"|Maneuver Name
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! width="12%" align="left"|Action
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! width="10%" align="left"|Type
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! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Arc of Accuracy || Swift || Boost || Shots fired within first range increment ignore cover.
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|-align="left" style="background:#B1B7AB;"
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|Called Shot, Greater || Standard || Strike || '''Spot Check -''' if succeed, deal +6d6 damage and target is flat-footed; if fail, -2 to attack roll.
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|-align="left"
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|Celeritous Volley || Standard || Strike || Make a full attack action. All your attacks must be ranged attacks.
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|-align="left" style="background:#B1B7AB;"
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|Farsighted Focus || Move || Boost || You can visualize the battlefield from another angle.
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|-align="left"
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|Interjecting Shot || Reaction || Counter || Negate melee attack within 30 ft. with opposed attack roll.
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|-align="left" style="background:#B1B7AB;"
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|Moment of Fate || Swift || Boost || When you miss with a ranged attack, reroll the attack roll with a +2 bonus.
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|-align="left"
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|Rebuke of the Heavens || Full || Strike || Make a full attack; target may gain a status effect dependant on how many attacks hit.
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|-align="left" style="background:#B1B7AB;"
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|Searing Break || Swift || Boost || All ranged attacks deal +3d6 damage for one round.
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|-align="left"
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|Sniper's Stance || Swift || Stance || Suffer only a -5 penalty to Hide checks after shooting.
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|-align="left" style="background:#B1B7AB;"
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|Unveiling Shot || Standard || Strike || Ranged attack; if you hit, ''dispel'' any illusion effects on the target.
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|}
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&nbsp;
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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! width="16%" align="left"|Maneuver Name
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! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
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! width="62%" align="left"|Effect
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|-style="background:white;" align="left"
+
|Blinding Shot || Standard || Strike || Ranged attack deals +6d6 damage, can ''blind'' target.
+
|-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"
+
|Focused Shot || Standard || Strike || Ranged attack deals +5d6 damage, can pin target.
+
|-align="left" style="background:#B1B7AB;"
+
|Golem Smasher || Swift || Boost || Your next ranged attack ignores DR, Hardness, and protect.
+
|-align="left"
+
|Horizon Seeker || Standard || Strike || Ranged attack deals +5d6 damage, ignores penalties for range.
+
|-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.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; 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;">6th-Level Archer Maneuvers</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"
+
|Arrow Onslaught, Greater || Full || Strike || Ranged attack becomes 60-foot cone, at -4 penalty.
+
|-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"
+
|Reaving Arrows || Swift || Boost || All your ranged attacks deal +5d6 damage for one round.
+
|-align="left" style="background:#B1B7AB;"
+
|Shot of Reversal || Standard || Strike || Ranged attack deals +6d6 damage, target may be staggered.
+
|-align="left"
+
|Sublime Marksmanship || Swift || Stance || Your ranged attacks ignore all concealment and cover less than total.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; 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;">7th-Level Archer Maneuvers</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"
+
|Arresting Shot || Reaction || Counter || Make an attack against a creature that moves within 30 feet of you and stop their movement.
+
|-align="left" style="background:#B1B7AB;"
+
|Called Shot, Supreme || Standard || Strike || '''Spot Check -''' Ranged attack deals +12d6 damage, can stun target.
+
|-align="left"
+
|Deadeye || Swift || Boost || Your next ranged attack deals maximum damage.
+
|-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"
+
|Furious Pull || Swift || Boost || Take a penalty to ranged attack rolls, add double that as bonus to ranged damage.
+
|-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.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; 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;">8th-Level Archer Maneuvers</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"
+
|Aurora Break || Swift || Boost || All your ranged attacks deal +8d6 damage for one round.
+
|-align="left" style="background:#B1B7AB;"
+
|Confusion Shot || Standard || Strike || Ranged attack deals +12d6 damage, can ''confuse'' target.
+
|-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.
+
|-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"
+
|Paralyzing Shot || Standard || Strike || Ranged attack deals +12d6 damage, can ''paralyze'' target.
+
|-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"
+
|Transcendant Gaze || Swift || Boost || Gain ''true seeing'' for one round.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; 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;">9th-Level Archer Maneuvers</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"
+
|All Creation || Full || Strike || Make two full attack actions; all attacks must be with a ranged weapon; attacks deal +2d6 damage.
+
|-align="left" style="background:#B1B7AB;"
+
|Doom Arrow || Standard || Strike || '''Spot Check -''' Ranged attack deals +140 damage, can inflict ''doom''.
+
|-align="left"
+
|Eagle Eye || Swift || Boost || All of your ranged attacks automatically hit targets that you can see for one round.
+
|-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"
+
|Impossible Shot || Standard || Strike || Make a ranged attack against a target you cannot hit.
+
|}
+
 
+
&nbsp;
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to archers.
+
 
+
&nbsp;
+
 
+
=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:Martial]]
+

Revision as of 19:27, 6 April 2015

Clear.