Difference between revisions of "Test Page 7"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="9;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
+
! colspan="10;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
 +
|-
 +
| colspan="7"|&nbsp;
 +
| colspan="3" style="background:#EEB422;"|'''Archery'''
 
|-
 
|-
 
|width="5%"|'''Level'''
 
|width="5%"|'''Level'''
|width="10%" align="left"|'''BAB'''
+
|width="7%" align="left"|'''BAB'''
|width="15%"|'''Fort'''
+
|width="11%" align="left"|'''AAB'''
|width="15%"|'''Ref'''
+
|width="9%"|'''Fort'''
|width="15%"|'''Will'''
+
|width="9%"|'''Ref'''
|width="40%" align="left"|'''Special'''
+
|width="9%"|'''Will'''
 +
|width="20%" align="left"|'''Special'''
 +
|width="10%"|''Grade Accessible''
 +
|width="10%"|''Tricks Known''
 +
|width="10%"|''Max Aim Tokens''
 
|-
 
|-
|1 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool, Deadeye Shot
+
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || Marksman || 2 || 5
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|2 || align="left"|+2 || +0 || +3 || +0 || align="left"|Bowcraft, Bonus Feat
+
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|&nbsp; || Marksman || 3 || 6
 
|-
 
|-
|3 || align="left"|+3 || +1 || +3 || +1 || align="left"|Deadeye Shot
+
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || Marksman || 5 || 7
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|4 || align="left"|+4 || +1 || +4 || +1 || align="left"|
+
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|&nbsp; || Marksman || 6 || 9
 
|-
 
|-
|5 || align="left"|+5 || +1 || +4 || +1 || align="left"|Deadeye Shot
+
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || Deadeye || 8 || 10
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|6 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|
+
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|&nbsp; || Deadeye || 9 || 11
 
|-
 
|-
|7 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|Deadeye Shot
+
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || Deadeye || 11 || 13
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|8 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|
+
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|&nbsp; || Deadeye || 12 || 14
 
|-
 
|-
|9 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|Deadeye Shot
+
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || Deadeye || 14 || 15
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|10 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent, Improved Aim Pool
+
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || Toxophilite || 15 || 17
 
|-
 
|-
|11 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|Sniper Shot
+
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || Toxophilite || 17 || 18
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|12 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent
+
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || Toxophilite || 18 || 19
 
|-
 
|-
|13 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|Sniper Shot
+
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || Toxophilite || 20 || 21
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|14 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent
+
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || Toxophilite || 21 || 22
 
|-
 
|-
|15 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|Sniper Shot, Supreme Aim Pool
+
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || Sniper || 23 || 23
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|16 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent
+
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || Sniper || 24 || 25
 
|-
 
|-
|17 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|Killing Shot
+
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || Sniper || 26 || 26
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|18 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent
+
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || Sniper || 27 || 27
 
|-
 
|-
|19 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|Killing Shot
+
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || Sniper || 29 || 29
 
|-style="background:#FFD94F;"
 
|-style="background:#FFD94F;"
|20 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Legendary Shot, Archer Talent
+
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || Legendary || 30 || 30
 
|}
 
|}
  
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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 simply for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.
 
Archers in Trinity have a somewhat unusual pedigree. While guns and other more powerful ranged weaponry exist, almost all of them eventually fall under the purview of a Force, making their reliability against all foes somewhat suspect. Bows, meanwhile, are sufficiently simply for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.
 +
 +
'''RPS Theory:''' Archers occupy an unusual position, in that they are theoretically able to down any RPS opponent, ''if'' they have range. An RPS melee combatant who manages to close with an archer will likely win quite decisively.
  
 
==Game Rule Information==
 
==Game Rule Information==
Line 92: Line 101:
 
At each even level, the archer gains proficiency with an additional bow of her choice, as though she gained the Exotic Weapon Proficiency feat.
 
At each even level, the archer gains proficiency with an additional bow of her choice, as though she gained the Exotic Weapon Proficiency feat.
  
'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens.
+
'''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).
 +
 
 +
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Aim Pool: Aim Tokens</font></div>
 +
|-
 +
|width="50%"|'''Action Taken'''
 +
|width="50%"|'''Aim Tokens Gained'''
 +
|-style="background:#FFD94F;"
 +
| Move || 1
 +
|-
 +
| Standard || 2
 +
|-style="background:#FFD94F;"
 +
| Full || 4
 +
|-
 +
| Opponent remains still || 1
 +
|}
 +
'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer tricks (see below) allow you to gain tokens by taking other actions.
 +
 
 +
The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
 +
 
 +
'''Archer Tricks (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While the majority of tricks require that the archer expend aim tokens, not all do, and some even grant her additional aim tokens.
 +
 
 +
Also note that some archer tricks replicate the abilities of feats; in this case, if an archer has taken the feat and takes the trick, she can immediately retrain the feat. Archers who have tricks that replicate feats are treated as though they had the feat for all other purposes.
  
 
[[category:Trinity]]
 
[[category:Trinity]]

Revision as of 18:44, 28 January 2015

Use ALL of the test pages!
The Archer
  Archery
Level BAB AAB Fort Ref Will Special Grade Accessible Tricks Known Max Aim Tokens
1 +0 +1 +0 +2 +0 Aim Pool Marksman 2 5
2 +1 +2 +0 +3 +0   Marksman 3 6
3 +1 +3 +1 +3 +1   Marksman 5 7
4 +2 +4 +1 +4 +1   Marksman 6 9
5 +2 +5 +1 +4 +1   Deadeye 8 10
6 +3 +6/+1 +2 +5 +2   Deadeye 9 11
7 +3 +7/+2 +2 +5 +2   Deadeye 11 13
8 +4 +8/+3 +2 +6 +2   Deadeye 12 14
9 +4 +9/+4 +3 +6 +3   Deadeye 14 15
10 +5 +10/+5 +3 +7 +3 Archer Talent Toxophilite 15 17
11 +5 +11/+6/+1 +3 +7 +3   Toxophilite 17 18
12 +6/+1 +12/+7/+2 +4 +8 +4 Archer Talent Toxophilite 18 19
13 +6/+1 +13/+8/+3 +4 +8 +4   Toxophilite 20 21
14 +7/+2 +14/+9/+4 +4 +9 +4 Archer Talent Toxophilite 21 22
15 +7/+2 +15/+10/+5 +5 +9 +5   Sniper 23 23
16 +8/+3 +16/+11/+6/+1 +5 +10 +5 Archer Talent Sniper 24 25
17 +8/+3 +17/+12/+7/+2 +5 +10 +5   Sniper 26 26
18 +9/+4 +18/+13/+8/+3 +6 +11 +6 Archer Talent Sniper 27 27
19 +9/+4 +19/+14/+9/+4 +6 +11 +6   Sniper 29 29
20 +10/+5 +20/+15/+10/+5 +6 +12 +6 Archer Talent Legendary 30 30

 

Archer

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

The archer excels in combat at a distance, using skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, unlike any other warrior focused on a specific weapon or weapon group, the archer has little use for the typical trappings of warriors – she values agility and skill over brute force and weapon prowess. An experienced archer can be more adept than a fighter bowman, more dedicated than the ranger stylist, faster than a hasted barbarian, and deadlier than the most cunning assassin – and can bring all four down in a storm of arrows.

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

RPS Theory: Archers occupy an unusual position, in that they are theoretically able to down any RPS opponent, if they have range. An RPS melee combatant who manages to close with an archer will likely win quite decisively.

Game Rule Information

Archers have the following game statistics.

Force Alignment: None.

Force Resistances: None.

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

Hit Die: d8.

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

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: As a fighter.

Starting Gold: 6d4 x 10gp.

Favored By: Selkies.

Class Features

All of the following are class features of the archer.

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

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

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

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

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

Aim Pool: You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer tricks (see below) allow you to gain tokens by taking other actions.

The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.

Archer Tricks (Ex): An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While the majority of tricks require that the archer expend aim tokens, not all do, and some even grant her additional aim tokens.

Also note that some archer tricks replicate the abilities of feats; in this case, if an archer has taken the feat and takes the trick, she can immediately retrain the feat. Archers who have tricks that replicate feats are treated as though they had the feat for all other purposes.