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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 1 5
2 +1 +2 +0 +3 +0 Toxophilite Marksman 2 6
3 +1 +3 +1 +3 +1 Toxophilite Marksman 3 7
4 +2 +4 +1 +4 +1 Toxophilite Marksman 4 9
5 +2 +5 +1 +4 +1 Toxophilite Marksman 5 10
6 +3 +6/+1 +2 +5 +2 Toxophilite Marksman 6 11
7 +3 +7/+2 +2 +5 +2 Toxophilite Marksman 7 13
8 +4 +8/+3 +2 +6 +2 Toxophilite Marksman 8 14
9 +4 +9/+4 +3 +6 +3 Toxophilite Marksman 9 15
10 +5 +10/+5 +3 +7 +3 Archer Talent Deadeye 10 17
11 +5 +11/+6/+1 +3 +7 +3   Deadeye 11 18
12 +6/+1 +12/+7/+2 +4 +8 +4 Archer Talent Deadeye 12 19
13 +6/+1 +13/+8/+3 +4 +8 +4   Deadeye 13 21
14 +7/+2 +14/+9/+4 +4 +9 +4 Archer Talent Deadeye 14 22
15 +7/+2 +15/+10/+5 +5 +9 +5   Deadeye 15 23
16 +8/+3 +16/+11/+6/+1 +5 +10 +5 Archer Talent Sniper 16 25
17 +8/+3 +17/+12/+7/+2 +5 +10 +5   Sniper 17 26
18 +9/+4 +18/+13/+8/+3 +6 +11 +6 Archer Talent Sniper 18 27
19 +9/+4 +19/+14/+9/+4 +6 +11 +6   Sniper 19 29
20 +10/+5 +20/+15/+10/+5 +6 +12 +6 Archer Talent Legendary 20 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; 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.

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.

Tricks cost a specific amount based on grade.

  • Marksman: 1
  • Deadeye: 2
  • Sniper: 4
  • Legendary: 20

Tricks follow the following rules regarding their usage.

  • You cannot improve the effects of a trick by spending additional aim tokens, unless a trick specifically states you can.
  • You must decide to use a trick before you make any attack rolls.
  • 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.

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.

  • Far Shot (Ex): You gain the Far Shot feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
    • Far Shot II (Ex): When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled. (Prerequisites: Far Shot)
      • Far Shot III (Ex): When sniping, you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20. (Prerequisites: Far Shot, Far Shot II)
        • Far Shot IV (Ex): If you make a ranged attack as a standard action or an attack action (but not as a full attack action), you can gain precision-based damage, such as sneak attack, out to a range equal to your weapon's first range increment. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens. (Prerequisites: Far Shot, Far Shot II, Far Shot III)
          • Far Shot V (Ex): You can gain precision-based damage, such as from sneak attack, out to a range of 60 feet with all ranged attacks. (Prerequisites: Far Shot, Far Shot II, Far Shot III, Far Shot IV)
            • Far Shot VI (Ex): If you make a ranged attack as a standard action or an attack action (but not as a full attack action), you can gain precision-based damage, such as sneak attack, out to a range equal to your weapon's second range increment. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens. (Prerequisites: Far Shot, Far Shot II, Far Shot III, Far Shot IV, Far Shot V)
  • Manyshot (Ex): As a standard action, you may fire two projectiles or throw two weapons at a single opponent within 30 feet. Both weapons or missiles use the same attack roll (with a -4 penalty) to determine success, but each inflicts damage separately. You only gain precision-based damage with the first of these weapons or missiles. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage.
    • Manyshot II (Ex): You may fire an additional arrow or throw an additional weapon when you use Manyshot. You take a -4 penalty to your attack roll for each such attack. (Prerequisites: Manyshot)
      • Manyshot III (Ex): When you use Manyshot, you can aim your attacks at multiple targets. Use the same attack roll (and threat confirmation roll, if applicable) for each shot, but apply the result based on each target's AC. It is possible for you to hit with some attacks and miss with others. Each of your targets must be within 10 feet of at least one other target. You can gain precision-based damage once per target, and similarly you can score a critical hit once per target. (Prerequisites: Manyshot, Manyshot II)
        • Manyshot IV (Ex): You may fire an additional arrow or throw an additional weapon when you use Manyshot. You take a -4 penalty to your attack roll for each such attack. This effect stacks with Manyshot II. (Prerequisites: Manyshot, Manyshot II, Manyshot III)
          • Manyshot V (Ex): Precision-based damage applies to all projectiles or weapons when you use Manyshot. If you score a critical hit when using Manyshot, each projectile or weapon deals critical damage. (Prerequisites: Manyshot, Manyshot II, Manyshot III, Manyshot IV)
  • Point Blank Shot (Ex): You gain the Point Blank Shot feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if you and the target of your aim pool are within 30 feet, you gain one aim token.
    • Point Blank Shot II (Ex): You gain a +4 dodge bonus to AC against attacks of opportunity caused by using a ranged weapon within a threatened area. (Prerequisites: Point Blank Shot)
      • Point Blank Shot III (Ex): You gain your Dexterity bonus to damage on ranged attacks. This counts as precision-based damage, and so usually applies only to targets within 30 feet. (Prerequisites: Point Blank Shot, Point Blank Shot II)
        • Point Blank Shot IV (Ex): You no longer provoke attacks of opportunity when using a ranged weapon within a threatened square. At the beginning of your turn, if you and the target of your aim pool are within 30 feet, you gain one aim token. (Prerequisites: Point Blank Shot, Point Blank Shot II, Point Blank Shot III)
          • Point Blank Shot V (Ex): If you move into your target's square and make a ranged attack, your target is considered flat-footed for that attack. (Prerequisites: Point Blank Shot, Point Blank Shot II, Point Blank Shot III, Point Blank Shot IV)
  • Precise Shot (Ex): You gain the Precise Shot feat. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token.
    • Precise Shot II (Ex): You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (Prerequisites: Precise Shot)
      • Precise Shot III (Ex): When using a projectile or thrown weapon, increase its critical damage multiplier by 1. (Prerequisites: Precise Shot, Precise Shot II)
        • Precise Shot IV (Ex): You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (Prerequisites: Precise Shot, Precise Shot II, Precise Shot III)
          • Precise Shot V (Ex): You can spend five aim tokens to reroll a ranged attack roll, before you know the result. You must take the result of the reroll, even if it is worse. You cannot use this ability more than once per round. (Prerequisites: Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV)
            • Precise Shot VI (Ex): You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (Prerequisites: Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V)
              • Precise Shot VII (Ex): You gain the Improved Precise Shot feat. (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): 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 VII, Precise Shot VIII)
  • Rapid Shot (Ex): You gain the Rapid Shot feat.
    • Rapid Shot II (Ex): Select a target point within your weapon's first range increment. As a full round action, you can make one ranged attack on all targets within a 20 foot radius of your selected point. You must have line of effect and line of sight to all targets whom you wish to attack. You take a -4 penalty to each of your attacks. (Prerequisites: Rapid Shot)
      • Rapid Shot III (Ex): When you take a full attack action with a ranged weapon, you may make an additional attack at your highest attack bonus. You suffer a -4 penalty on all attacks for that action. (Prerequisites: Rapid Shot, Rapid Shot II)
        • Rapid Shot IV (Ex): When you take a full attack action with a ranged weapon, you may make an additional attack at your highest attack bonus. You suffer a -4 penalty on all attacks for that action. This effect stacks with Rapid Shot III. (Prerequisites: Rapid Shot, Rapid Shot II, Rapid Shot III)
          • Rapid Shot V (Ex): When you use Rapid Shot II, you can make two attacks against each creature, rather than one. If you do, all your attacks suffer a -8 penalty. (Prerequisites: Rapid Shot, Rapid Shot II, Rapid Shot III, Rapid Shot IV)
  • Shot on the Run (Ex): You gain the Shot on the Run feat. You gain one aim token at the end of your turn if you attack in this manner and your attack is on the target of your aim pool. (Prerequisites: Archer level 4th+)
    • Shot on the Run II (Ex): You gain a +4 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you use Shot on the Run and your attack is on the target of your aim pool. (Prerequisites: Archer level 4th+, Shot on the Run)
      • Shot on the Run III (Ex): When you use Shot on the Run, if your target is within 30 feet, you deal double damage. This additional damage is considered precision-based. (Prerequisites: Archer level 4th+, Shot on the Run, Shot on the Run II)
        • Shot on the Run IV (Ex): You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you use Shot on the Run and your attack is on the target of your aim pool. (Prerequisites: Archer level 4th+, Shot on the Run, Shot on the Run II, Shot on the Run III)
          • Shot on the Run V (Ex): When you use Shot on the Run, if you move at half your speed or slower, you can instead make a full attack action. If you do, all the attacks must be made from the same square. (Prerequisites: Archer level 4th+, Shot on the Run, Shot on the Run II, Shot on the Run III, Shot on the Run IV)

Tricks

Marksman Archer Tricks
Trick Name Effect
Point Blank Shot You gain a +1 bonus to attack and damage rolls if your target is within 30 feet. When this effect ends, if your target is within 30 feet of you, you gain an aim token.
Rapid Shot You can make one additional ranged attack this round, at your highest AAB, but all your attacks suffer a -2 penalty.

 

Deadeye Archer Tricks
Trick Name Effect
Predator's Maw The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
Frog's Leap The metamorph gains a +10 bonus on jump checks.

 

Sniper Archer Tricks
Trick Name Effect
Predator's Maw The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
Frog's Leap The metamorph gains a +10 bonus on jump checks.

 

Legendary Archer Tricks
Trick Name Effect
Predator's Maw The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
Frog's Leap The metamorph gains a +10 bonus on jump checks.

 

Design Notes

Significant inspiration from Hong's Iron Heroes hack. Also took some things from Pathfinder's fighter archer archetype.