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CLASSES | ||||||||||||||||||||||||||||||||||
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Demographics | ||||||||||||||||||||||||||||||||||
Archer | Archers specialize in bows or all sorts and gain skill with them beyond that of a normal fighter. Archers tend not to have trouble with any of the other classes. | |||||||||||||||||||||||||||||||||
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Barbarian | Barbarians fall into the same stereotypes as the typical barbarian of D&D. | |||||||||||||||||||||||||||||||||
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Bard | Bards dont often have trouble with the other classes but when they do, it is most often from druids who tend to have a dislike for users of the arcane. | |||||||||||||||||||||||||||||||||
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Cleric | Due to the history and flow of the cosmos, clerics tend to dislike arcane users of all types as they feel that such people are the largely responsible for the decline in divine capacity. | |||||||||||||||||||||||||||||||||
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Dark Templar | Dark Templs are the obvious opposite of the Templar. They function just as Templars do with a slight change in their motives. Dark Templars dislike Templars and just about anything of good alignment. | |||||||||||||||||||||||||||||||||
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Druid | The druids power is granted to them as a gift for following and tending to Aerastam. Druids gain their power by divine means but their power is in truth arcane. They tend to dislike other arcane users as they are viewed as people who "steal" Aerastam's power. They accept Rangers as favored by Aerastam. | |||||||||||||||||||||||||||||||||
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Fighter | Fighters come in all shapes and sizes thus varying in every way. As such they are hard to stereotype. | |||||||||||||||||||||||||||||||||
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Guardian | Much like fighters except that they rarely go solo. Most champions join the military or some other large organization in which they can be recognized. Guardians dont often have any problem with other classes. | |||||||||||||||||||||||||||||||||
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Monk | Monks are often peaceful and/or simplistic in nature and as such, dont have any strong issues with the other classes. They often avoid large factions other then those of their own communion. This basic fact tends to cause them to avoid joining with champions but dont have a set dislike for them. Their simplistic nature also tends to avoid the barbarian. | |||||||||||||||||||||||||||||||||
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Outrider | The Outrider is the same as the Scout in your normal D&D game. Often of a professional nature, they dont often have any disagreements with the other classes. | |||||||||||||||||||||||||||||||||
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Ranger | The ranger's power comes from the same source as that of druids. Though not as much of a follower of Aerastam, they dont disagree with arcane users as much as druids. They tend to agree with all classes but often avoid the recklessness of barbarians. | |||||||||||||||||||||||||||||||||
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Rogue | Rogues fall into the same stereotypes as the typical rogue of D&D. Their likes and dislikes tend to shift as their personal needs demand. | |||||||||||||||||||||||||||||||||
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Sorcerer | Sorcerers tend to not really care about the inner working of the arcane and divine or the fued that goes on between the devoted of each. Their power comes natural to them and as such, often avoid the dislike of many druids. Clerics still dislike them but not as severly as other arcane users. | |||||||||||||||||||||||||||||||||
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Templar | The Templar is basically your paladin. They always serve a deity to the fullest extent of her dogma. Though not at war with the arcane users, they too have a dislike for them. | |||||||||||||||||||||||||||||||||
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Wizard | Wizards have learned to tap into the power that is arcane. Though some know that this power is the life force of Aerastam, many tend not to worry about it. They are disliked by divine users for basically for devoting so much effort into something that isn't divine, and are disliked strongly by druids who view them as "theives" of Aerastam's power. | |||||||||||||||||||||||||||||||||
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Descriptions | ||||||||||||||||||||||||||||||||||
Archer | Of the wide variety of combatants you can find, it is often easy to overlook the archer. Many tend to disregard the skill required to be an archer. Ranging from the bowman of vast armies to the individual sniper hunting it's prey in silence, the archer is as deadly a class as any other. There are those that would say an archer is just a specialized fighter. They couldn't be more wrong. Though it is true that a fighter can specialize in a bow, he would still lack the perfection the archer can achieve with that same bow. A fighter often times focus it's skill and effort into a wide variety of weapons giving it a broad arsenal to enter combat with. The archer however selects only the finest, and most precise of weapons. To the archer, the bow is a surgical instrument. Most overlook the ability an archer has even in close quarters. Most dont think about an archer's ability to attack around corners and shoot through crowds. The truth is, an archer specializes in the bow so that he can do such things. Adventures: Most archers are seen taking roles as scouts or as support towards primary combatants. These are common roles but not the only options. Many take to the skies firing their arrows above down on their enemies. Archers have as many motivations as fighters do and have the ability to achieve their goals despite what many would expect. Take for example the gladiator. Stereotype shoves a shield and some sort of blade into their hands but what about a bow? How long would a gladiator stand with an arrow placed between the eyes from the other side of the arena? Characteristics: One thing that does seem to remain as a constant is that archers are precise, calculating individuals. They are patient often knowing when and where to strike. Due to their affinity with bows, elves |
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Game Rule Info | ||||||||||||||||||||||||||||||||||
Archers have the following statistics. Abilities: Dexterity is especially important for archers because it improves their ranged melee rolls. Wisdom is also important for improving many of the archer's key skills. Alignment: Any Lawful Hit Die: d8 |
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Class Skills | ||||||||||||||||||||||||||||||||||
The archer's class skills are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). See the Player's Handbook for skill descriptions. Skill Points at 1st Level: (4+Int modifier) x 4. Skill Points at Each Additional Level: 4+Int modifier. |
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make excellent archers. Humans often take the archer class enjoying it's tactical advantages. The archer class has different benefits for all the races and with no direct dogma or alliegance required to take this class, it is very popular. Along with this is the fact that many archers develope a specialty with a particular type of bow granting them even more skill with it then with others. Alignment: Archers often form alliances with forces capable of defending them rarely daring to take on many dangers without support. With this in mind, the precise and calculating skills of an archer are not compatible with a chaotic alignment. Religion: Archers tend to follow Aerastam (god of magic), Nabeel (goddess of hunting), Ryndell (god of tactics), and sometimes Sha' Agul (god of assassins). Much as a fighter, many archers simply like to pray to a god before battle. Background: There are many ways an archer may come to be but most often it is through intense training from a young age. Though many can pick upa bow and use it with some skill, few compare to the archer. This exacting talent does not come easily and requires focus. Some, namely elves, seem to have this talent by nature while others have to work hard to reach such levels of skill. Often once this training is completes, the archer becomes affiliated with some ruler's military or part of a select guard. Other archres prefer to seek out a life of adventure with their new art and avoid the restrictions of joining large organizations. Races: Archers are commonly human, elf, shikarr, and u'rash. Humans and elves prefer this class for its tactical and precise nature. The Shikarr and u'rash often take this class for needs of survival. Shikarr archers are considered an elite group of the finest worriors while u'rash archers make up a fair portion of their clan hunters. Dwarves have always prefered their hand to hand weapons over the frail bow. Ophidians and quicklings live lives that are often to busy or short to put that much training into becoming an archer. Other Classes: Archers work especially well with a team of other classes. Rarely is the archer willing to hold a front line so they almost always seek out some form of fighter. Just like a fighter, the archer relies on mages for support magic and on clerics for healing. Archers tend to make fine pairs with the rogue and ranger classes as their stealth abilities compliment each other well. Role: Archers are best seen as the tactical combatant. Their ability to select when and where to place their arrows makes them the prime candidate for removing order barking commanders from rear lines or for distracting enemy spellcasters with carefully placed and potentially lethal shots. |
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Class Features | ||||||||||||||||||||||||||||||||||
All of the Following are class features of the archer. Weapon and Armor Proficiency: Archers are proficient with all bows and crossbows (except exotic) as well as all simple weapons. They are proficient with light armor, but not with shields. Improved Aim: When using a bow or crossbow, the archer may take a full round action to improve the chances of hitting his target. The target must be stationary in order to gain this bonus. The bunus is +1 at 1st level and increases by +1 every three levels. This means that at 4th level the bonus becomes +2, at 7th level the bonus becomes +3 and so on. Range Increment Bonus: With each level the archer gains, the range increments of his projectile weapons increase by +10 feet (added after all multipliers). Thus a 10th level archer would be able to fire a longbow up to 200 feet before suffering penalties and to a maximum of 1,100 feet. All penalties for the number of range increments still apply. Bonus Feat: At 2nd level and every four levels thereafter (6th, 10th, 14th, 18th, 22nd, 26th, and 30th), an archer gains a bonus feat. These bonus feats are in addition to any feats normally gained. An archer must still meet the requirements to take a desired feat. Evasion: At 2nd level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can only be used if the archer is wearing light armor or no armor. A helpless archer (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. Deflect Arrows: At 3rd level an archer gains the Deflect Arrows feat. An archer need not have any of the prerequisites normally required for this feat. Knock Back: At 3rd level an archer can elect to take a -4 penalty to any or all of his attacks to knock an enemy back. If the attack is successful, the arrow(s) deal damage normally and knocks the target back 5 feet for each arrow that hits. Ricochet Shot: At 4th level an archer has gained enough skill to ricochet his arrows off barriers thus allowing him to strike enemies around corners. At 4th level an arrow can only ricochet once before it must hit it's target. At every four levels thereafter, an arrow can ricochet one extra time (1 at 4th, 2 at 8th, 3 at 12, 4 at 16, 5 at 20, 6 at 24, and 7 at 28). Every time an arrow must ricochet to hit it's target, it suffers a -2 to the attack roll and a -1 to the damage roll (to a minimum of 1). Jump: At 5th level and every five levels thereafter (10th, 15th, 20th, 25th, and 30th), an archer gains a cumulitive +1 bonus to his jump checks. This bonus grants the archer the ability to jump higher then his size catagory could normally jump by one foot per bonus point. Thus a medium sized archer at 15th level could jump to a maximum of 11 feet instead of 8 feet. Uncanny Dodge: Starting at 5th level, an archer can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However he still loses his Dexterity bonus to AC if immobilized. If an archer already has uncanny dodge from a different class (an archer with 4 levels of rogue for example), he automatically gains imptoved uncanny dodge instead. Improved Uncanny Dodge: An archer at 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker.This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels then the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Projectile Improved Critical: At 11th level an archer becomes able to deal an even more lethal blow. The critical damage multiplier of all the archer's projectile weapons increase by +1. Thus an arrow that normally deals x3 on a critical hit instead deals x4 in his hands. At 21st level, these critical multipliers increase from +1 to +2. Running Shot: An archer of 11th level or higher can shoot normally while running as a full round action. While using this ability, the archer may move up to his normal movement rate while still firing the multiple shots gained from a full attack action. Snatch Arrows: At 13th level an archer gains the Snatch Arrows feat. An archer need not have any of the prerequisites normally required for this feat. Improved Evasion: At 17th level the archer gains the Improved Evasion ability.This ability works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, he henceforth takes only half damage on a failed save. A helpless archer (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. Penetrate: At 19th level an archer gains the ability to strike multiple targets with a single shot. Any attack that successfully hits a target and deals damage equal to or greater then the hardness of the target's armor, deals damage to the target normally and passes through the target striking the next target in a straight line beyond the first. The second strike requires a new attack roll. The arrow will continue in this fassion until stopped. Each strike beyond the first suffers a -1 to the damage total. Note that this does not destroy the object or armor hit. Multijump: When an archer reaches 23rd level, he gains the ability to jump more often then normal. An archer with multijump can jump twice within the same move action provided there is something to kick off of between the jumps (a wall or person for example). Each single jump must be rolled out seperately and the archer's jump bonuses do apply. Thus a medium sized, 25th level archer could jump 24 feet high per move action. Sprinting Shot: At 27th level an archer gain Sprinting Shot. This ability works just as Running Shot does except that now the archer can perform a full sprint while still gaining the multiple attacks of a full attack action. "I See You": At 29th level an archer has gained such skill at noticing details that he ignores concealment completely when attacking a hidden target. All factors of a target's concealment are ignored. The archer knows where to shoot. An archer must still penetrate any barriers via the penetrate ability if the target is behind one. |
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THE ARCHER | ||||||||||||||||||||||||||||||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
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1st | +1 | +0 | +2 | +0 | Improved Aim +1, Range Increment Bonus +10 ft./level | |||||||||||||||||||||||||||||
2nd | +2 | +0 | +3 | +0 | Bonus Feat, Evasion | |||||||||||||||||||||||||||||
3rd | +3 | +1 | +3 | +1 | Deflect Arrows, Knock Back | |||||||||||||||||||||||||||||
4th | +4 | +1 | +4 | +1 | Improved Aim +2, Ricochet Shot (1) | |||||||||||||||||||||||||||||
5th | +5 | +1 | +4 | +1 | Jump +1, Uncanny Dodge | |||||||||||||||||||||||||||||
6th | +6/+1 | +2 | +5 | +2 | Bonus Feat | |||||||||||||||||||||||||||||
7th | +7/+2 | +2 | +5 | +2 | Improved Aim +3 | |||||||||||||||||||||||||||||
8th | +8/+3 | +2 | +6 | +2 | Ricochet Shot (2) | |||||||||||||||||||||||||||||
9th | +9/+4 | +3 | +6 | +3 | Improved Uncanny Dodge | |||||||||||||||||||||||||||||
10th | +10/+5 | +3 | +7 | +3 | Bonus Feat, Improved Aim +4, Jump +2 | |||||||||||||||||||||||||||||
11th | +11/+6/+1 | +3 | +7 | +3 | Projectile Improved Critical +1, Running Shot | |||||||||||||||||||||||||||||
12th | +12/+7/+2 | +4 | +8 | +4 | Ricochet Shot (3) | |||||||||||||||||||||||||||||
13th | +13/+8/+3 | +4 | +8 | +4 | Improved Aim +5, Snatch Arrows | |||||||||||||||||||||||||||||
14th | +14/+9/+4 | +4 | +9 | +4 | Bonus Feat | |||||||||||||||||||||||||||||
15th | +15/+10/+5 | +5 | +9 | +5 | Jump +3 | |||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +5 | +10 | +5 | Improved Aim +6, Ricochet Shot (4) | |||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +5 | +10 | +5 | Improved Evasion | |||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +6 | +11 | +6 | Bonus Feat | |||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +6 | +11 | +6 | Improved Aim +7, Penetrate | |||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +6 | +12 | +6 | Jump +4, Ricochet Shot (5) | |||||||||||||||||||||||||||||
21st | +21/+16/+11/+6 | +6 | +12 | +6 | Projectile Improved Critical +2 | |||||||||||||||||||||||||||||
22nd | +21/+16/+11/+6 | +7 | +13 | +7 | Bonus Feat, Improved Aim +8 | |||||||||||||||||||||||||||||
23rd | +22/+17/+12/+7 | +7 | +13 | +7 | Multijump | |||||||||||||||||||||||||||||
24th | +22/+17/+12/+7 | +8 | +14 | +8 | Ricochet Shot (6) | |||||||||||||||||||||||||||||
25th | +23/+18/+13/+8 | +8 | +14 | +8 | Improved Aim +9, Jump +5 | |||||||||||||||||||||||||||||
26th | +23/+18/+13/+8 | +9 | +15 | +9 | Bonus Feat | |||||||||||||||||||||||||||||
27th | +24/+19/+14/+9 | +9 | +15 | +9 | Sprinting Shot | |||||||||||||||||||||||||||||
28th | +24/+19/+14/+9 | +10 | +16 | +10 | Improved Aim +10, Ricochet Shot (7) | |||||||||||||||||||||||||||||
29th | +25/+20/+15/+10 | +10 | +16 | +10 | "I See You" | |||||||||||||||||||||||||||||
30th | +25/+20/+15/+10 | +11 | +17 | +11 | Bonus Feat, Jump +6 | |||||||||||||||||||||||||||||
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Barbarian | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Bard | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Cleric | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Dark Templar | . | |||||||||||||||||||||||||||||||||
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Druid | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Fighter | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Guardian | . | |||||||||||||||||||||||||||||||||
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Monk | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Outrider | . | |||||||||||||||||||||||||||||||||
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Ranger | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Rogue | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Sorcerer | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Templar | . | |||||||||||||||||||||||||||||||||
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Class Skills | ||||||||||||||||||||||||||||||||||
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Class Features | ||||||||||||||||||||||||||||||||||
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Wizard | Refer to the Player's Handbook. | |||||||||||||||||||||||||||||||||
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Prestige Classes | ||||||||||||||||||||||||||||||||||
Hearth Defender |
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Hearth Sovereign |
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Knight of Tyrentia |
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Sky Pirate | . | |||||||||||||||||||||||||||||||||
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Spell Writer | . | |||||||||||||||||||||||||||||||||
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Tyrentian Griffon Rider |
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Uropian Archmage |
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