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="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>
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! colspan="9;" style="background:#007FFF;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Learner</font></div>
 
|-
 
|-
| colspan="7"|&nbsp;
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| colspan="6"|&nbsp;
| colspan="3" style="background:#EEB422;"|'''Archery'''
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| colspan="3"|'''----------------- Memetics -----------------'''
 
|-
 
|-
 
|width="5%"|'''Level'''
 
|width="5%"|'''Level'''
|width="7%" align="left"|'''BAB'''
+
|width="10%" align="left"|'''BAB'''
|width="11%" align="left"|'''AAB'''
+
 
|width="9%"|'''Fort'''
 
|width="9%"|'''Fort'''
 
|width="9%"|'''Ref'''
 
|width="9%"|'''Ref'''
 
|width="9%"|'''Will'''
 
|width="9%"|'''Will'''
|width="20%" align="left"|'''Special'''
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|width="28%" align="left"|'''Special'''
|width="10%"|''Grade Accessible''
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|width="10%"|'''[[#Memes|Active Memes]]'''
|width="10%"|''Tricks Known''
+
|width="10%"|'''[[#Memory|Memory]]'''
|width="10%"|''Max Aim Tokens''
+
|width="10%"|'''[[#BS|Belief-Space]]'''
 
|-
 
|-
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || Marksman || 1 || 5
+
|1 || align="left"|+0 || +1 || +1 || +1 || align="left"|[[#BL|Blue Lore]], [[#Meth|Method]] || 2 || 2 || 1
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || Marksman || 2 || 6
+
|2 || align="left"|+1 || +2 || +2 || +2 || align="left"|&nbsp; || 3 || 3 || 2
 
|-
 
|-
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|Toxophilite || Marksman || 3 || 7
+
|3 || align="left"|+2 || +2 || +2 || +2 || align="left"|&nbsp; || 4 || 5 || 2
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 3 || 9
+
|4 || align="left"|+3 || +2 || +2 || +2 || align="left"|&nbsp; || 5 || 6 || 2
 
|-
 
|-
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 4 || 10
+
|5 || align="left"|+3 || +3 || +3 || +3 || align="left"|&nbsp; || 5 || 8 || 3
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 5 || 11
+
|6 || align="left"|+4 || +3 || +3 || +3 || align="left"|[[#IM|Improved Method]] || 6 || 9 || 3
 
|-
 
|-
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 6 || 13
+
|7 || align="left"|+5 || +4 || +4 || +4 || align="left"|&nbsp; || 7 || 11 || 4
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || Marksman || 6 || 14
+
|8 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|&nbsp; || 8 || 12 || 4
 
|-
 
|-
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|Toxophilite || Marksman || 7 || 15
+
|9 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|&nbsp; || 8 || 14 || 4
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || Deadeye || 8 || 17
+
|10 || align="left"|+7/+2 || +5 || +5 || +5 || align="left"|[[#LT|Learner Talent]] || 9 || 15 || 5
 
|-
 
|-
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || Deadeye || 9 || 18
+
|11 || align="left"|+8/+3 || +5 || +5 || +5 || align="left"|[[#MM|Method Mastery]] || 10 || 17 || 5
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || Deadeye || 9 || 19
+
|12 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|[[#LT|Learner Talent]] || 11 || 18 || 6
 
|-
 
|-
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || Deadeye || 10 || 21
+
|13 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|&nbsp; || 11 || 20 || 6
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || Deadeye || 11 || 22
+
|14 || align="left"|+10/+5 || +6 || +6 || +6 || align="left"|[[#LT|Learner Talent]] || 12 || 21 || 6
 
|-
 
|-
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || Deadeye || 12 || 23
+
|15 || align="left"|+11/+6/+1 || +7 || +7 || +7 || align="left"|&nbsp; || 13 || 23 || 7
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || Sniper || 12 || 25
+
|16 || align="left"|+12/+7/+2 || +7 || +7 || +7 || align="left"|[[#LT|Learner Talent]] || 14 || 24 || 7
 
|-
 
|-
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || Sniper || 13 || 26
+
|17 || align="left"|+12/+7/+2 || +8 || +8 || +8 || align="left"|&nbsp; || 14 || 26 || 8
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || Sniper || 14 || 27
+
|18 || align="left"|+13/+8/+3 || +8 || +8 || +8 || align="left"|[[#LT|Learner Talent]] || 15 || 27 || 8
 
|-
 
|-
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || Sniper || 15 || 29
+
|19 || align="left"|+14/+9/+4 || +8 || +8 || +8 || align="left"|&nbsp; || 16 || 29 || 8
|-style="background:#FFD94F;"
+
|-style="background:#BBDFFF;"
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || Legendary || 15 || 30
+
|20 || align="left"|+15/+10/+5 || +9 || +9 || +9 || align="left"|[[#LT|Learner Talent]] || 17 || 30 || 9
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Archer=
+
=Learner=
[[Image:archer.jpg|thumb|375px|right|Silaqui, iconic archer]]
+
[[Image:Blue_Moogle.jpg|thumb|325px|right|Nero, iconic learner]]
: ''"Quieter than a gun, better range than a sword."''
+
: '' "Experience is the best teacher." ''
  
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.
+
The petrifying gaze of a basilisk, the lightning breath of a dragon, the soul-draining touch of the undead: these powers are to be feared, most certainly. Some, however, would believe that the best way to fight fire is with fire, and so seek out ways to gain these powers - not through study or research, but through watching those who wield them. This is the way of the learner.
  
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.
+
It is impossible to say what a learner is capable of. An individual learner may learn dozens - if not hundreds - of abilities over the course of her lifetime, as varied in power and application as the creatures that walk the world. Calling upon the power of the blue to enhance her memory and ability to replicate the powers of monsters, the learner is a powerful ally and unpredictable foe.
  
'''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.
+
'''Adventures:''' To be a learner is to be an adventurer; there is no way around it. In order to gain new abilities, the learner must seek out danger, and not just face it, but also live to experience a fearsome foe's abilities. Learners seek out adventure not simply for the thrill of it, but because that is the only way to learn new things.
 +
 
 +
'''Characteristics:''' Those who pursue the path of the learner tend to be confident, curious thrill-seekers, and while some certainly vary from this stereotype, that is the most common personality amongst learners. They tend to be rather friendly and outgoing, as having assistance in seeking out new and more dangerous monsters is usually helpful. For a learner, no threat is insurmountable; there is always an answer, it must simply be found.
 +
 
 +
'''Alignment:''' Learners run the gamut of alignments. Good learners seek to use their abilities to help others, while evil learners use their mystery as an advantage to gain leverage over others. Lawful learners tend to attempt to categorize their abilities and find a niche, while chaotic learners simply learn what comes their way.
 +
 
 +
'''Religion:''' Good learners tend to follow deities of knowledge or innovation, while evil learners tend to follow deities who favor the powerful over all else.
 +
 
 +
'''Background:''' Most learners tend to have had a childhood in which they witnessed powerful creatures destroying their homes or invade their city. Some learners come from a wilderness background, coming to be more interested in the abilities of what they hunted rather than the hunt itself.
  
 
==Game Rule Information==
 
==Game Rule Information==
Archers have the following game statistics.
+
Learners have the following game statistics.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
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'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
  
'''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.
+
'''Abilities:''' Intelligence, Wisdom, and Charisma are all equally important to a learner. She gains bonus active meme slots based on her Wisdom, bonus memory based on her Intelligence, and additional belief-space based upon her Charisma.
  
 
'''Hit Die:''' d8.
 
'''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).
+
'''Class Skills:''' The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Memecraft (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).
  
 
'''Skill Points at Each Level:''' 4 + Int.
 
'''Skill Points at Each Level:''' 4 + Int.
Line 86: Line 93:
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
  
'''Starting Age:''' As a fighter.
+
'''Starting Age:''' Moderate.
  
'''Starting Gold:''' 6d4 x 10gp.
+
'''Starting Gold:''' 4d4 x 10gp.
  
'''Favored By:''' [[Selkie | Selkies]].
+
'''Favored By:''' [[Race:_Vesuvan|Vesuvan]].
  
 
==Class Features==
 
==Class Features==
All of the following are class features of the archer.
+
All of the following are class features of the learner.
  
'''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.
+
'''Weapon and Armor Proficiency:''' Learners are proficient with all simple weapons, all one-handed martial weapons, light and medium armor, and all shields save tower 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.
+
<div id="Memes">
 +
'''Memes (Me):''' The abilities of the learner are memes, the purview of the blue. Unlike other memeticists, learners construct their own memes, using their knowledge of memory to do so, which allow them to imitate the abilities of monsters.
  
'''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.
+
A learner can know any number of memes, but she can only have so many actively accessible at one time ("Memes," on the table). The learner can change what memes she has access to after a night's rest.
  
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).
+
A learner cannot research memes on her own; he must learn them from monsters (described below), and all learner memes correspond at least partially to at least one monster ability. Due to various factors, however, a learner's meme may not be an exact replica of a monster's ability.
  
{| 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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You gain additional active meme slots equal to your Wisdom modifier.
! 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>
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</div>
|-
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|width="50%"|'''Action Taken'''
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|width="50%"|'''Aim Tokens Gained'''
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|-style="background:#FFD94F;"
+
| Move || 1
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|-
+
| Standard || 2
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|-style="background:#FFD94F;"
+
| Full || 4
+
|-
+
| Opponent remains still || 1
+
|}
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'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer tricks (see below) allow you to gain tokens by taking other actions; in addition, if your target does not move on their turn, you gain additional aim tokens.
+
  
The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
+
<div id="Memory">
 +
'''Memory (Me):''' A learner has only so much of her personal memory that she can devote towards her memes; however, when she does so, those memes increase in power. A meme cannot have more than memory invested in it than your memeticist level.
  
'''Archer Tricks (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While almost anyone can pick up a bow and use it reasonably proficiently, archers are masters of the craft, and can perform feats of archery that are beyond most others, even other martial individuals.
+
As a swift action, you may choose to reallocate some or all of your memory.
  
Tricks cost a specific amount based on grade.
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You gain additional memory equal to your Intelligence modifier.
 +
</div>
  
* '''Marksman:''' 1
+
<div id="BS">
* '''Deadeye:''' 2
+
'''Belief-Space (Me):''' As a memeticist, the learner is able to incorporate foreign memes directly into her belief-space, incorporating the meme into her personal memory. This process allows her to gain deeper understanding of the meme's pattern (and therefore, the information it contains), but it is also possible that the meme will taint and modify the learner's personality and memories.
* '''Sniper:''' 4
+
* '''Legendary:''' 20
+
  
Tricks follow the following rules regarding their usage.
+
The learner can have the indicated number of memes bound to her belief-space. The integration or removal of such bound memes is an involved process, and so the learner can only change her bound memes after a night's rest.
  
* You cannot improve the effects of a trick by spending additional aim tokens, unless a trick specifically states you can.
+
If you have a Charisma modifier, you gain an additional belief-space at every even learner level, until you have bonus belief-space equal to your Charisma modifier.
* You must decide to use a trick before you make any attack rolls.
+
</div>
* The benefits of a trick apply to all your ranged attacks made against the target of your aim pool until the start of your next turn.
+
* You can only benefit from one trick of each grade in a given round.
+
  
At fourth level, and every four levels after, you can trade out one archer trick you know for any other, of any grade you can access.
+
<div id="BL">
 +
'''Blue Lore:''' Learners are well-versed in the nature of monstrosities. As such, she may make a special knowledge check with a bonus equal to her learner level + her Intelligence modifier to see whether she knows some relevant information concerning a monster or learner meme.
  
'''Toxophilite:''' At each level from 2nd to 9th, the archer gains an ability that represents her dedication to the cause of archery. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.
+
If she has at least 5 ranks in the relevant Knowledge skill pertaining to the creature type of the creature being considered, she gains a +2 bonus on learning information about a monster.
 +
</div>
  
If an ability would grant a feat that you already have, you automatically gain that ability if you meet all of its prerequisites.
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<div id="Meth">
 +
'''Method (Bl):''' Each learner has a particular method she uses to attain the abilities of monsters. At first level, the learner chooses one of the following methods.
  
: '''''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.''
+
Regardless of method, in order to learn a meme, the learner must make a Memecraft check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the meme associated with that ability.
  
* ''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.
+
If the learner fails, she does not learn the talent. However, the next time she attempts to learn that talent in the same combat, she gets a +1 competence bonus on her Knowledge check to learn the talent for each time she has failed.
** ''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 [http://www.d20srd.org/srd/skills/hide.htm#Sniping 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 [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 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 [http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final 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 [http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final 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 [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 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)
+
  
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
* ''Draw:'' The learner learns her memes through drawing, a process which allows her to pull energy directly out of a monster. As a standard action, a learner may make a ray (ranged touch) attack against a single creature within 60 feet. If successful, she may choose one of that monster's abilities; if she has not already learned the meme associated with it, she may attempt to do so. If she knows the meme for the ability she chose, or if she successfully learns it, she gains one temporary active meme slot, which is immediately occupied by the meme she just learned. This temporary active meme slot lasts 1 round/level.
! colspan="2;" style="background:#CD950C;" 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>
+
* ''Lancelet:'' The learner learns her memes through a lancelet, a mark of the Blue that allows her to read the creature's memories and recreate its abilities. As a standard action, the learner may mark a creature within 60 feet.  Whenever that creature uses an (Su) or (Sp) ability, the learner may attempt to learn the meme associated with that ability. The lancelet lasts for 1 round/learner level.
|-
+
* ''Observation:'' The learner learns her memes through observation, using her power of sight to enable her to mimic the abilities of monsters. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an (Su) or (Sp) ability until the learner’s next action, the learner may attempt to learn the meme associated with that ability. If the learner is attacked with an (Su) or (Sp) ability while observing, she gets a +4 bonus on the Memecraft check to learn that meme.
|width="50%"|'''Action Taken'''
+
</div>
|width="50%"|'''Aim Tokens Gained'''
+
|-style="background:#FFD94F;"
+
| Swift || 1
+
|-
+
| Move || 2
+
|-style="background:#FFD94F;"
+
| Standard || 3
+
|-
+
| Full || 5
+
|-style="background:#FFD94F;"
+
| 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.
+
<div id="IM">
* ''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.
+
'''Improved Method:''' At 6th level, the learner gains more advanced understanding of her chosen method of learning talents, or she may expand her horizons and learn another method of learning.  
* ''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.
+
* ''Improved Draw:'' When the learner uses her Draw ability, the temporary active meme she gains benefits from 1d6+1 memory.
* ''Evasion (Ex):'' You gain evasion.
+
* ''Improved Lancelet:'' When the learner uses her Lancelet ability, she may instead target a creature up to 90 feet away.
** ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
+
* ''Improved Observation:'' Using the Observation ability is a move action instead of a standard.
* ''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.
+
</div>
{| 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;">Supreme Aim Pool: Aim Tokens</font></div>
+
|-
+
|width="50%"|'''Action Taken'''
+
|width="50%"|'''Aim Tokens Gained'''
+
|-style="background:#FFD94F;"
+
| Swift || 2
+
|-
+
| Move || 4
+
|-style="background:#FFD94F;"
+
| Standard || 6
+
|-
+
| Full || 10
+
|-style="background:#FFD94F;"
+
| 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 [http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final Snatch Arrows] feat.
+
* ''Toxophilite Mastery:'' You gain two additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
+
* ''Tricks of the Trade:'' You learn an additional archer trick of your choice. You can take this talent multiple times.
+
* ''Uncanny Dodge (Ex):'' You gain uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge, if you have that ability.  
+
** ''Improved Uncanny Dodge (Ex):'' You gain improved uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge. (''Prerequisite:'' Uncanny Dodge)
+
* ''Feat:'' The archer may select a bonus feat in place of a talent.  
+
  
==Tricks==
+
<div id="LT">
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
'''Learner Talent:''' As a learner progresses in her training, she gains access to new and unusual applications of the Blue. At 10th level, and every two levels thereafter, she gains access to one of the following abilities.
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Marksman Archer Tricks</font></div>
+
 
|-
+
* ''Absorb (Bl):'' Requires the Draw method. When the learner learns a meme via Draw, she may temporarily deny the creature the use of its ability. If the creature fails a Fortitude save (DC 10 + learner's Cha mod), it loses access to the ability the learner learned for 1 round/learner level.
! width="20%" align="left"|Trick Name
+
** ''Soak (Bl):'' Requires the Absorb ability. If the learner is the target of an ability, she may attempt to learn it. If she does so, the ability is negated.
! width="80%" align="left"|Effect
+
* ''Countermeme (Me):'' Requires the Lancelet method. The learner may counter memes and the abilities of monsters in the same manner as a wizard may counter spells.
 +
** ''Disable (Bl):'' Requires the Countermeme ability. When the learner learns a talent via Lancelet, she may temporarily deny the creature the use of its ability. If the creature fails a Will save (DC 10 + learner's Cha mod), it loses access to the ability the learner learned for 1 round/learner level.
 +
* ''Resistance (Ex):'' The learner begins to become more resistant to conditions that would impede her and her ability to learn. She gains a +2 resistance bonus on saving throws against effects that would cause the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
 +
** ''Resiliance (Ex):'' Requires the Resistance ability. As per Resistance, but +4.
 +
*** ''Immunity (Ex):'' Requires the Resiliance ability. Choose one of the conditions that Resistance gives a bonus to saving throws against. You become immune to that condition.
 +
* ''Conversion (Me):'' The learner has mastered the art of converting her powers of memory into a shield to enable her to survive the abilities of monsters. In effect, she gains a DR equal to her Wisdom modifier. Each time this DR prevents damage, she loses one point of Memory, which is restored after a night's rest. Each time she is dealt damage, the learner chooses whether or not to activate this ability.
 +
* ''Peep (Bl):'' Requires the Observation method. As a standard action, you may attempt to learn information about a creature with Close range. Make a Blue Lore check opposed by the the target's Will save. If it fails its save, you may learn the target's current hit points, its type(s) and subtype(s), and what will penetrate its DR (if any). If it passes its save, you cannot use this ability on that creature for 24 hours.
 +
** ''Scan (Bl):'' Requires the Peep ability. When you use your peep ability, you learn additional information about a creature, as though you had used the heightened ''creature loresight'' meme.
 +
</div>
 +
 
 +
<div id="MM">
 +
'''Method Mastery:''' At 11th level, the learner has gained mastery over her methods of learning. She may choose to improve one of her existing methods, or gain access to another method of her choice.
 +
* ''Draw Mastery:'' When the learner uses her Draw ability, the temporary active meme she gains benefits from 2d6+1 memory.
 +
* ''Lancelet Mastery:'' When the learner uses her Lancelet ability, she may instead target a creature up to 120 feet away.
 +
* ''Observation Mastery:'' The learner has mastered the art of being continually alert. She is now considered observing at all times, and she does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels. The learner can still Observe as a move action.
 +
</div>
 +
 
 +
==Memes==
 +
What follows is a description of how a learner learns memes, and the meme lists.
 +
 
 +
Unlike most Force-users, memes of a learner are not influenced by his memeticist level. Instead, the effectiveness of a meme is dependent upon how much memory he devotes to it. Expressions such as "100 feet + 10 feet/memory" mean that, for every point of memory you have invested in the meme, add an additional 10 feet to the range, and so on.
 +
 
 +
The saving throw DCs for all of a learner's memes are 10 + her Charisma modifier + memory invested.
 +
 
 +
===Learning Memes===
 +
Whenever a creature uses a non-extraordinary ability, the learner has a chance to learn it (depending upon her learning method). If she does so, she learns a meme that corresponds to that ability in some way - the meme a learner learns is almost never an exact duplicate of the ability she learned it from, though it will usually share many similar qualities.
 +
 
 +
Unlike other Force users, whose abilities are static, learners' abilities are informed by the means through which they learn them: for instance, a learner can learn ''beta'' from a creature with an aura of flame, a creature whose touch ignites others, or a dragon's breath - but these all function differently, various aspects of the ''beta'' meme changing upon each use. A learner who gains access to different variations of a single meme can call upon any of those variations without allocating an active meme slot to each variation, but each variation is distinct in that qualities of one variation cannot be mixed with another.
 +
 
 +
The base ability that teaches a meme is referred to as the meme's template.
 +
 
 +
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#4F94CD;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Learner Memes</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Accurate Shot || If you make a ranged attack as part of an attack action or a full attack action (but not a standard action), you gain a +1 bonus to your attack roll for every aim token you spend on this ability. You can spend up to 5 tokens in this way, to gain a +5 bonus. This bonus applies only to one attack roll, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend the bonus to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a ''Manyshot'' attack.
+
|'''Aero:''' Use wind to damage and move foes.
|-style="background:#FFD94F;" align="left"
+
|Armor-Piercing Shot || If you make a ranged attack as part of an attack action or a full attack action (but not a standard action), you can decrease your target's damage reduction (if any) by 2 points per aim token spent. You may spend up to 5 aim tokens to decrease your target's DR in this way. The decreased DR applies only to one attack roll, but you can also spend tokens to extend it to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend this benefit to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a ''Manyshot'' attack.
+
 
|-align="left"  
 
|-align="left"  
|Close-Quarters Archery || You must have the Point Blank Shot Toxophilite ability and be using a projectile weapon to use this ability. You may use your ranged weapon as a melee weapon until the start of your next turn; if you do, you lose half of your aim tokens, rounded down. You threaten spaces up to your normal reach and make attacks of opportunity as normal. You may not make ranged attacks in the round in which you use this ability.
+
|'''Angel Whisper:''' Restore a creature to life, remove status ailments.
|-style="background:#FFD94F;" align="left"
+
|Distant Shot || You must have the Far Shot Toxophilite ability and be using a projectile weapon to use this ability. Your ranged attacks against a target at distances within the 10th range increment are treated as being at the 9th range increment for the purpose of determining the penalty to attacks. For every additional token spent, reduce these numbers by 1. For example, if you spend 2 tokens, a target within the 9th to 10th range increment is treated as being at the 8th range increment; if you spend 3 tokens, a target within the 8th to 10th range increment is treated as being at the 7th range increment; etc. You may spend up to 5 aim tokens this way.
+
 
|-align="left"  
 
|-align="left"  
|Hamstring Shot || By spending 2 aim tokens, you aim your shot to slow your target down in addition to causing injury. If your next attack successfully deals damage, your target must make a Fortitude save (DC 10 + 1/2 your archer level + your Dexterity modifier + additional tokens spent). If he fails, he can only move at half normal speed until the end of his turn. You may spend up to 5 additional tokens to increase the DC of the save.
+
|'''Aquabreath:''' Use water to damage foes.
|-style="background:#FFD94F;" align="left"
+
|Improved Manyshot || You must have the Manyshot Toxophilite ability to use this ability. When you make a ''Manyshot'' attack on the target of your aim pool, you can spend 2 tokens to reduce the attack penalty by 2.
+
 
|-align="left"  
 
|-align="left"  
|Improved Precise Shot || You must have the Precise Shot Toxophilite ability to use this ability. By spending 1 aim token, you gain +1d8 points of precision-based damage on your next ranged attack. You can spend additional aim tokens for extra damage, at 1 token per extra 1d8 points. The maximum number of tokens you can spend is 5 or half your archer class level, whichever is lower. You only get the extra damage on your next attack. Creatures immune to critical hits and sneak attacks are also immune to this damage.
+
|'''Bad Breath:''' Cause a variety of status ailments.
|-style="background:#FFD94F;" align="left"
+
|Improved Rapid Shot || You must have the Rapid Shot Toxophilite ability to use this ability. You can spend 2 tokens to reduce the attack penalty on the target of your aim pool by 2, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack.
+
 
|-align="left"  
 
|-align="left"  
|Unerring Shot || Spend 1 aim token to use this ability. Before you make your attack, your target must make a Reflex save (DC 10 + 1/2 your archer level + additional tokens spent). If he fails, he is flat-footed against your next attack; this does not apply to your subsequent shots. You may spend up to 5 additional tokens to increase the DC of the save.
+
|'''Beta:''' Use fire to damage and burn foes.
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Deadeye Archer Tricks</font></div>
+
|-
+
! width="20%" align="left"|Trick Name
+
! width="80%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Arrow Ladder Shot || Unlike other aim pool-based abilities, you can use this option only against objects or creatures at least one size category larger than you. You earn your aim tokens against such targets as normal. In the case of objects, you earn aim tokens as normal if they are motionless. When you make your attack, you may spend 1 aim token for every 5 feet of the creature’s height to create a “ladder” of arrows. You perforate the target with projectiles that you and your allies can then use as rungs to climb up the target (Climb check, DC 5). You use 2 arrows per 5 feet of height; completing this attack requires a full-round action. If your attack misses, the “rungs” are spaced too far apart to be usable, or perhaps some of the arrows loosen and fall. You can start an arrow ladder on one round and complete it on the next. This attack inflicts damage for one ranged attack as normal. If the damage fails to beat an object’s hardness, you fail to form the ladder. Your weapon must inflict piercing damage to use this ability. You can choose to create a persistent ladder, or it can fall apart after one use.
+
|-style="background:#FFD94F;" align="left"
+
|Critical Shot || If you make a successful ranged attack as part of a standard action or an attack action (but not a full attack action), treat your d20 roll as 10 higher than it actually is for the purpose of determining if it threatens a critical hit. This ability costs 2 aim tokens to use. For every additional token spent, you can treat your d20 roll as 3 points higher to determine if it is a critical threat. (Thus spending 5 tokens is enough to guarantee a critical threat on a successful attack, since a natural 1 on the attack roll is always a miss.)
+
 
|-align="left"  
 
|-align="left"  
|Daunting Shot || By spending 2 aim tokens, your next shot, if it hits, can cause your target to become ''shaken'' for 2d4 rounds. A Will save (DC equal to 10 + damage dealt) negates the effect. You cannot use this ability to impose a condition worse than ''shaken'' upon a creature.
+
|'''Blowfish:''' Attack a foe with a volley of spines.
|-style="background:#FFD94F;" align="left"
+
|Deadly Shot || By spending 2 aim tokens, you gain a bonus to damage equal to half your Dexterity bonus to all your ranged attacks on the target of your aim pool until the start of your next turn.
+
 
|-align="left"  
 
|-align="left"  
|Disrupting Shot || To use this ability, you must ready an action to fire at your target. If you hit and successfully deal damage, your target must make a Fortitude save (DC 10 + 1/2 your archer level + your Dexterity modifier + additional tokens spent) or lose their actions for the rest of their turn. You may spend up to 10 additional tokens to increase the DC of the save.
+
|'''Cocoon:''' Improve your natural armor.
|-style="background:#FFD94F;" align="left"
+
|Greater Armor-Piercing Shot || If you make a ranged attack as part of an attack action or a full attack action (but not a standard action) and spend 4 aim tokens, you can ignore your target's damage reduction until the start of your next turn. This bonus applies only to one attack roll, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend the bonus to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a ''Manyshot'' attack.
+
 
|-align="left"  
 
|-align="left"  
|Greater Manyshot || You must have the Manyshot Toxophilite ability to use this ability. When you make a ''Manyshot'' attack on the target of your aim pool, you can spend 2 tokens to reduce the attack penalty by 2. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|'''Death Force:''' Resist death effects.
|-style="background:#FFD94F;" align="left"
+
|Greater Precise Shot || You must have the Precise Shot Toxophilite to use this ability. By spending 2 tokens, your ranged attacks ignore the defense bonus granted to your target by anything less than total cover, and the miss chance granted by anything less than total concealment. In addition, if your target is in a grapple, you can ignore the chance of hitting another grappler.
+
 
|-align="left"  
 
|-align="left"  
|Greater Rapid Shot || You must have the Rapid Shot Toxophilite to use this ability. You can spend 2 tokens to reduce the attack penalty on the target of your aim pool by 2, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|'''Dischord:''' Cause a creature to gain a negative level.
|-style="background:#FFD94F;" align="left"
+
|Greater Shot on the Run || You must have the Shot on the Run Toxophilite to use this ability. You deal an additional 3 points of damage per aim token spent when you use a full attack action to move and attack, as given in that ability's description. You can spend up to 5 tokens for extra damage in this way.
+
 
|-align="left"  
 
|-align="left"  
|Improved Ranged Sunder || As a standard action, you can spend 2 tokens to make a ranged sunder attempt on your target. You take a -4 penalty to your opposed check.
+
|'''Dragon Force:''' Improve your combat prowess.
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Sniper Archer Tricks</font></div>
+
|-
+
! width="20%" align="left"|Trick Name
+
! width="80%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Death Shot || You must have the Precise Shot Toxophilite to use this ability, and the target of your aim pool must be flat-footed. Make a single attack as a standard action; if you hit and successfully deal damage, by spending 10 aim tokens you can force your opponent to make a Fortitude save or be dropped immediately. The DC on the save is 10 + 1/2 your archer level + your Dexterity modifier + additional tokens spent; failure means your opponent is immediately reduced to -1 hit points. You can spend up to 10 tokens to increase the DC of the save. You may use this ability only once per target per encounter, and it counts as a precision-based effect.
+
|-style="background:#FFD94F;" align="left"
+
|Improved Ranged Disarm || You fire an arrow to knock a weapon from an opponent’s hand. Spend 4 aim tokens and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.
+
 
|-align="left"  
 
|-align="left"  
|Improved Ranged Trip || As a normal attack, you may spend at least 4 aim tokens to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your archer level + number of tokens spent) or be knocked ''prone''. You can spend up to 10 additional tokens to improve the saving throw DC of this ability.
+
|'''Drain Touch:''' Cause physical ability score damage.
|-style="background:#FFD94F;" align="left"
+
|Power Shot || For every aim token you spend, you may subtract 1 from your ranged attack rolls for the round and gain 1 point of bonus damage to your ranged damage rolls. This counts as precision-based damage, and the attack penalties apply even if your target is out of range for the damage bonus. You may spend up to 5 tokens in this way, for a total -5 penalty to attacks and a +5 bonus to damage.
+
 
|-align="left"  
 
|-align="left"  
|Ricochet Shot || You may take a single shot at an opponent who is out of your line of sight by banking and ricocheting shots. You suffer a –4 penalty to all your attacks, and your opponent must have been in your line of sight on your previous turn. This attack assumes that a clear, physical path exists between you and your target. If you have lost sight of the target of your aim pool, you must declare at the beginning of your turn that you intend to use this trick, and can only use it against that creature.
+
|'''Earth Shake:''' Cause an earthquake.
|-style="background:#FFD94F;" align="left"
+
|Supreme Manyshot || You must have the Manyshot Toxophilite ability to use this ability. When you make a ''Manyshot'' attack on the target of your aim pool, you can spend 4 tokens to reduce the attack penalty by 4. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
 
|-align="left"  
 
|-align="left"  
|Supreme Rapid Shot || You must have the Rapid Shot base Toxophilite ability to use this ability. You can spend 4 tokens to reduce the attack penalty on the target of your aim pool by 4, when you use ''Rapid Shot''. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.
+
|'''Eerie Sound Wave:''' Remove enhancements from a creature.
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Legendary Archer Tricks</font></div>
+
|-
+
! width="20%" align="left"|Trick Name
+
! width="80%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Eagle Eye || All of your shots for the rest of your action hit, as long as you have line of sight to your target. Do not roll to resolve your attacks.
+
|-style="background:#FFD94F;" align="left"
+
|Heartstriker || Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
+
 
|-align="left"  
 
|-align="left"  
|Impossible Shot || You may take a single shot at an opponent that has total cover against you or that you otherwise would not be able to hit, such as no actual physical path existing between you and the target. You suffer a -10 penalty to all your attacks, and you must know that the target exists and have at least some idea of where the creature is.
+
|'''Exploder:''' Sacrifice self to deal massive area damage.
|-style="background:#FFD94F;" align="left"  
+
|-align="left"
|True Strike || The range at which you can inflict precision-based effects is unlimited until the end of your turn.
+
|'''Feather Barrier:''' Improve ability to evade attacks and effects.
 +
|-align="left"
 +
|'''Flash:''' Blind creatures.
 +
|-align="left"
 +
|'''Force Spear:''' Use force energy to damage a creature.
 +
|-align="left"
 +
|'''Frost:''' Use cold to damage a creature.
 +
|-align="left"
 +
|'''Fusion:''' Imbue weapons with special effects.
 +
|-align="left"
 +
|'''Guard Off:''' Reduce a creature's ability to defend itself.
 +
|-align="left"
 +
|'''Haste Break:''' Cause a creature enjoying temporal manipulation to lose its enhancements.
 +
|-align="left"
 +
|'''Infrasonics:''' Reduce a creature's ability to evade your attacks and effects.
 +
|-align="left"
 +
|'''Magic Hammer:''' Reduce a creature's ability to call upon magic.
 +
|-align="left"
 +
|'''Madness:''' Cause mental ability score damage.
 +
|-align="left"
 +
|'''Mighty Guard:''' Put a variety of protective effects into place.
 +
|-align="left"
 +
|'''Moon Flute:''' Cause creature to rage.
 +
|-align="left"
 +
|'''Night:''' Cause creatures to fall asleep.
 +
|-align="left"
 +
|'''Pearl:''' Use holy energy to damage foes.
 +
|-align="left"  
 +
|'''Poison Claw:''' Inflict a creature with poison.
 +
|-align="left"
 +
|'''Quasar:''' Use magnetic energy to damage foes.
 +
|-align="left"
 +
|'''Roulette:''' Cause a random nearby creature to die.
 +
|-align="left"
 +
|'''Screech:''' Use sonic energy to damage and deafen foes.
 +
|-align="left"
 +
|'''Shadow Flare:''' Use shadow energy to damage foes.
 +
|-align="left"
 +
|'''Stare:''' Confuse a creature.
 +
|-align="left"
 +
|'''Stone Breath:''' Cause creatures to turn to stone.
 +
|-align="left"
 +
|'''Trine:''' Use lightning to damage and shock foes.
 +
|-align="left"
 +
|'''Vanish:''' Cause a creature to become invisible.
 +
|-align="left"
 +
|'''Virus:''' Inflict a creature with a disease.
 +
|-align="left"
 +
|'''White Wind:''' Heal yourself and allies.
 +
|-align="left"
 +
|'''Zombie Touch:''' Inflict undead-like status on a creature for a time.
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
 
==Design Notes==
 
Significant inspiration from Hong's [http://www.zipworld.com.au/~hong/ih/archer.htm Iron Heroes] hack. Also took some things from Pathfinder's [http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/archer fighter archer archetype].
 
 
[[category:Trinity]]
 

Revision as of 11:15, 29 January 2015

The Learner
  ----------------- Memetics -----------------
Level BAB Fort Ref Will Special Active Memes Memory Belief-Space
1 +0 +1 +1 +1 Blue Lore, Method 2 2 1
2 +1 +2 +2 +2   3 3 2
3 +2 +2 +2 +2   4 5 2
4 +3 +2 +2 +2   5 6 2
5 +3 +3 +3 +3   5 8 3
6 +4 +3 +3 +3 Improved Method 6 9 3
7 +5 +4 +4 +4   7 11 4
8 +6/+1 +4 +4 +4   8 12 4
9 +6/+1 +4 +4 +4   8 14 4
10 +7/+2 +5 +5 +5 Learner Talent 9 15 5
11 +8/+3 +5 +5 +5 Method Mastery 10 17 5
12 +9/+4 +6 +6 +6 Learner Talent 11 18 6
13 +9/+4 +6 +6 +6   11 20 6
14 +10/+5 +6 +6 +6 Learner Talent 12 21 6
15 +11/+6/+1 +7 +7 +7   13 23 7
16 +12/+7/+2 +7 +7 +7 Learner Talent 14 24 7
17 +12/+7/+2 +8 +8 +8   14 26 8
18 +13/+8/+3 +8 +8 +8 Learner Talent 15 27 8
19 +14/+9/+4 +8 +8 +8   16 29 8
20 +15/+10/+5 +9 +9 +9 Learner Talent 17 30 9

 

Learner

Nero, iconic learner
"Experience is the best teacher."

The petrifying gaze of a basilisk, the lightning breath of a dragon, the soul-draining touch of the undead: these powers are to be feared, most certainly. Some, however, would believe that the best way to fight fire is with fire, and so seek out ways to gain these powers - not through study or research, but through watching those who wield them. This is the way of the learner.

It is impossible to say what a learner is capable of. An individual learner may learn dozens - if not hundreds - of abilities over the course of her lifetime, as varied in power and application as the creatures that walk the world. Calling upon the power of the blue to enhance her memory and ability to replicate the powers of monsters, the learner is a powerful ally and unpredictable foe.

Adventures: To be a learner is to be an adventurer; there is no way around it. In order to gain new abilities, the learner must seek out danger, and not just face it, but also live to experience a fearsome foe's abilities. Learners seek out adventure not simply for the thrill of it, but because that is the only way to learn new things.

Characteristics: Those who pursue the path of the learner tend to be confident, curious thrill-seekers, and while some certainly vary from this stereotype, that is the most common personality amongst learners. They tend to be rather friendly and outgoing, as having assistance in seeking out new and more dangerous monsters is usually helpful. For a learner, no threat is insurmountable; there is always an answer, it must simply be found.

Alignment: Learners run the gamut of alignments. Good learners seek to use their abilities to help others, while evil learners use their mystery as an advantage to gain leverage over others. Lawful learners tend to attempt to categorize their abilities and find a niche, while chaotic learners simply learn what comes their way.

Religion: Good learners tend to follow deities of knowledge or innovation, while evil learners tend to follow deities who favor the powerful over all else.

Background: Most learners tend to have had a childhood in which they witnessed powerful creatures destroying their homes or invade their city. Some learners come from a wilderness background, coming to be more interested in the abilities of what they hunted rather than the hunt itself.

Game Rule Information

Learners have the following game statistics.

Force Alignment: Blue.

Force Resistances: TO 5 + level, CO 5 + level.

Abilities: Intelligence, Wisdom, and Charisma are all equally important to a learner. She gains bonus active meme slots based on her Wisdom, bonus memory based on her Intelligence, and additional belief-space based upon her Charisma.

Hit Die: d8.

Class Skills: The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Memecraft (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Moderate.

Starting Gold: 4d4 x 10gp.

Favored By: Vesuvan.

Class Features

All of the following are class features of the learner.

Weapon and Armor Proficiency: Learners are proficient with all simple weapons, all one-handed martial weapons, light and medium armor, and all shields save tower shields.

Memes (Me): The abilities of the learner are memes, the purview of the blue. Unlike other memeticists, learners construct their own memes, using their knowledge of memory to do so, which allow them to imitate the abilities of monsters.

A learner can know any number of memes, but she can only have so many actively accessible at one time ("Memes," on the table). The learner can change what memes she has access to after a night's rest.

A learner cannot research memes on her own; he must learn them from monsters (described below), and all learner memes correspond at least partially to at least one monster ability. Due to various factors, however, a learner's meme may not be an exact replica of a monster's ability.

You gain additional active meme slots equal to your Wisdom modifier.

Memory (Me): A learner has only so much of her personal memory that she can devote towards her memes; however, when she does so, those memes increase in power. A meme cannot have more than memory invested in it than your memeticist level.

As a swift action, you may choose to reallocate some or all of your memory.

You gain additional memory equal to your Intelligence modifier.

Belief-Space (Me): As a memeticist, the learner is able to incorporate foreign memes directly into her belief-space, incorporating the meme into her personal memory. This process allows her to gain deeper understanding of the meme's pattern (and therefore, the information it contains), but it is also possible that the meme will taint and modify the learner's personality and memories.

The learner can have the indicated number of memes bound to her belief-space. The integration or removal of such bound memes is an involved process, and so the learner can only change her bound memes after a night's rest.

If you have a Charisma modifier, you gain an additional belief-space at every even learner level, until you have bonus belief-space equal to your Charisma modifier.

Blue Lore: Learners are well-versed in the nature of monstrosities. As such, she may make a special knowledge check with a bonus equal to her learner level + her Intelligence modifier to see whether she knows some relevant information concerning a monster or learner meme.

If she has at least 5 ranks in the relevant Knowledge skill pertaining to the creature type of the creature being considered, she gains a +2 bonus on learning information about a monster.

Method (Bl): Each learner has a particular method she uses to attain the abilities of monsters. At first level, the learner chooses one of the following methods.

Regardless of method, in order to learn a meme, the learner must make a Memecraft check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the meme associated with that ability.

If the learner fails, she does not learn the talent. However, the next time she attempts to learn that talent in the same combat, she gets a +1 competence bonus on her Knowledge check to learn the talent for each time she has failed.

  • Draw: The learner learns her memes through drawing, a process which allows her to pull energy directly out of a monster. As a standard action, a learner may make a ray (ranged touch) attack against a single creature within 60 feet. If successful, she may choose one of that monster's abilities; if she has not already learned the meme associated with it, she may attempt to do so. If she knows the meme for the ability she chose, or if she successfully learns it, she gains one temporary active meme slot, which is immediately occupied by the meme she just learned. This temporary active meme slot lasts 1 round/level.
  • Lancelet: The learner learns her memes through a lancelet, a mark of the Blue that allows her to read the creature's memories and recreate its abilities. As a standard action, the learner may mark a creature within 60 feet. Whenever that creature uses an (Su) or (Sp) ability, the learner may attempt to learn the meme associated with that ability. The lancelet lasts for 1 round/learner level.
  • Observation: The learner learns her memes through observation, using her power of sight to enable her to mimic the abilities of monsters. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an (Su) or (Sp) ability until the learner’s next action, the learner may attempt to learn the meme associated with that ability. If the learner is attacked with an (Su) or (Sp) ability while observing, she gets a +4 bonus on the Memecraft check to learn that meme.

Improved Method: At 6th level, the learner gains more advanced understanding of her chosen method of learning talents, or she may expand her horizons and learn another method of learning.

  • Improved Draw: When the learner uses her Draw ability, the temporary active meme she gains benefits from 1d6+1 memory.
  • Improved Lancelet: When the learner uses her Lancelet ability, she may instead target a creature up to 90 feet away.
  • Improved Observation: Using the Observation ability is a move action instead of a standard.

Learner Talent: As a learner progresses in her training, she gains access to new and unusual applications of the Blue. At 10th level, and every two levels thereafter, she gains access to one of the following abilities.

  • Absorb (Bl): Requires the Draw method. When the learner learns a meme via Draw, she may temporarily deny the creature the use of its ability. If the creature fails a Fortitude save (DC 10 + learner's Cha mod), it loses access to the ability the learner learned for 1 round/learner level.
    • Soak (Bl): Requires the Absorb ability. If the learner is the target of an ability, she may attempt to learn it. If she does so, the ability is negated.
  • Countermeme (Me): Requires the Lancelet method. The learner may counter memes and the abilities of monsters in the same manner as a wizard may counter spells.
    • Disable (Bl): Requires the Countermeme ability. When the learner learns a talent via Lancelet, she may temporarily deny the creature the use of its ability. If the creature fails a Will save (DC 10 + learner's Cha mod), it loses access to the ability the learner learned for 1 round/learner level.
  • Resistance (Ex): The learner begins to become more resistant to conditions that would impede her and her ability to learn. She gains a +2 resistance bonus on saving throws against effects that would cause the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
    • Resiliance (Ex): Requires the Resistance ability. As per Resistance, but +4.
      • Immunity (Ex): Requires the Resiliance ability. Choose one of the conditions that Resistance gives a bonus to saving throws against. You become immune to that condition.
  • Conversion (Me): The learner has mastered the art of converting her powers of memory into a shield to enable her to survive the abilities of monsters. In effect, she gains a DR equal to her Wisdom modifier. Each time this DR prevents damage, she loses one point of Memory, which is restored after a night's rest. Each time she is dealt damage, the learner chooses whether or not to activate this ability.
  • Peep (Bl): Requires the Observation method. As a standard action, you may attempt to learn information about a creature with Close range. Make a Blue Lore check opposed by the the target's Will save. If it fails its save, you may learn the target's current hit points, its type(s) and subtype(s), and what will penetrate its DR (if any). If it passes its save, you cannot use this ability on that creature for 24 hours.
    • Scan (Bl): Requires the Peep ability. When you use your peep ability, you learn additional information about a creature, as though you had used the heightened creature loresight meme.

Method Mastery: At 11th level, the learner has gained mastery over her methods of learning. She may choose to improve one of her existing methods, or gain access to another method of her choice.

  • Draw Mastery: When the learner uses her Draw ability, the temporary active meme she gains benefits from 2d6+1 memory.
  • Lancelet Mastery: When the learner uses her Lancelet ability, she may instead target a creature up to 120 feet away.
  • Observation Mastery: The learner has mastered the art of being continually alert. She is now considered observing at all times, and she does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels. The learner can still Observe as a move action.

Memes

What follows is a description of how a learner learns memes, and the meme lists.

Unlike most Force-users, memes of a learner are not influenced by his memeticist level. Instead, the effectiveness of a meme is dependent upon how much memory he devotes to it. Expressions such as "100 feet + 10 feet/memory" mean that, for every point of memory you have invested in the meme, add an additional 10 feet to the range, and so on.

The saving throw DCs for all of a learner's memes are 10 + her Charisma modifier + memory invested.

Learning Memes

Whenever a creature uses a non-extraordinary ability, the learner has a chance to learn it (depending upon her learning method). If she does so, she learns a meme that corresponds to that ability in some way - the meme a learner learns is almost never an exact duplicate of the ability she learned it from, though it will usually share many similar qualities.

Unlike other Force users, whose abilities are static, learners' abilities are informed by the means through which they learn them: for instance, a learner can learn beta from a creature with an aura of flame, a creature whose touch ignites others, or a dragon's breath - but these all function differently, various aspects of the beta meme changing upon each use. A learner who gains access to different variations of a single meme can call upon any of those variations without allocating an active meme slot to each variation, but each variation is distinct in that qualities of one variation cannot be mixed with another.

The base ability that teaches a meme is referred to as the meme's template.

Learner Memes
Aero: Use wind to damage and move foes.
Angel Whisper: Restore a creature to life, remove status ailments.
Aquabreath: Use water to damage foes.
Bad Breath: Cause a variety of status ailments.
Beta: Use fire to damage and burn foes.
Blowfish: Attack a foe with a volley of spines.
Cocoon: Improve your natural armor.
Death Force: Resist death effects.
Dischord: Cause a creature to gain a negative level.
Dragon Force: Improve your combat prowess.
Drain Touch: Cause physical ability score damage.
Earth Shake: Cause an earthquake.
Eerie Sound Wave: Remove enhancements from a creature.
Exploder: Sacrifice self to deal massive area damage.
Feather Barrier: Improve ability to evade attacks and effects.
Flash: Blind creatures.
Force Spear: Use force energy to damage a creature.
Frost: Use cold to damage a creature.
Fusion: Imbue weapons with special effects.
Guard Off: Reduce a creature's ability to defend itself.
Haste Break: Cause a creature enjoying temporal manipulation to lose its enhancements.
Infrasonics: Reduce a creature's ability to evade your attacks and effects.
Magic Hammer: Reduce a creature's ability to call upon magic.
Madness: Cause mental ability score damage.
Mighty Guard: Put a variety of protective effects into place.
Moon Flute: Cause creature to rage.
Night: Cause creatures to fall asleep.
Pearl: Use holy energy to damage foes.
Poison Claw: Inflict a creature with poison.
Quasar: Use magnetic energy to damage foes.
Roulette: Cause a random nearby creature to die.
Screech: Use sonic energy to damage and deafen foes.
Shadow Flare: Use shadow energy to damage foes.
Stare: Confuse a creature.
Stone Breath: Cause creatures to turn to stone.
Trine: Use lightning to damage and shock foes.
Vanish: Cause a creature to become invisible.
Virus: Inflict a creature with a disease.
White Wind: Heal yourself and allies.
Zombie Touch: Inflict undead-like status on a creature for a time.