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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.

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), 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.

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. Archers gain a bonus to this amount equal to their Dexterity modifier.

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.

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.

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.

 

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

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.