LordErebus12
2013-04-02, 02:32 AM
Hammerhold Archer
http://i.imgur.com/QBCftg1.png
Abilities: Dex, Int, Wis
Alignment: Any.
Hit Die: d8
Class Skills
The Hammerhold Archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering / geography / nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
{table=head]{colsp=6}Table: Hammerhold Archer Class
Level| BAB | Fort| Ref |Will| Special
1st |+1 |+0 |+2 |+2 | Hammerhold Archer's Stance, Precision
2nd |+2 |+0 |+3 |+3 | Quick Draw, Rapid Reloading
3rd |+3 |+1 |+3 |+3 | 1st Trick Shot
4th |+4 |+1 |+4 |+4 | Defensive Strike
5th |+5 |+1 |+4 |+4 | 2nd Trick Shot
6th |+6/+1 |+2 |+5 |+5 | Disrupting Shots
7th |+7/+2 |+2 |+5 |+5 | 3rd Trick Shot
8th |+8/+3 |+2 |+6 |+6 | Evasive Hammerhold Archer
9th |+9/+4 |+3 |+6 |+6 | 4th Trick Shot
10th |+10/+5 |+3 |+7 |+7 | Speed Loading
11th |+11/+6/+1 |+3 |+7 |+7 | 5th Trick Shot
12th |+12/+7/+2 |+4 |+8 |+8 | Clustered Shots
13th |+13/+8/+3 |+4 |+8 |+8 | 6th Trick Shot
14th |+14/+9/+4 |+4 |+9 |+9 | Shot On The Run
15th |+15/+10/+5 |+5 |+9 |+9 | 7th Trick Shot
16th |+16/+11/+6/+1 |+5 |+10 |+10 | Ranged Defense
17th |+17/+12/+7/+2 |+5 |+10 |+10 | 8th Trick Shot
18th |+18/+13/+8/+3 |+6 |+11 |+11 | Volley
19th |+19/+14/+9/+4 |+6 |+11 |+11 | 9th Trick Shot
20th |+20/+15/+10/+5 |+6 |+12 |+12 | Legendary Accuracy
[/table]
Class Features
All of the following are class features of the Hammerhold Archer.
Weapon and Armor Proficiency
Hammerhold Archers are proficient with all simple weapons, all bows (Greatbow, Longbow, and Shortbow; including all composite varieties), and all crossbows (including hand, light repeating, and heavy repeating varieties). Hammerhold Archers are proficient with light and medium armor but with no shields.
1st - Hammerhold Archer's Stance (Ex):
The Hammerhold Archer does not provoke attacks of opportunity when firing ranged weapons while threatened.
1st - Precision (Ex):
Hammerhold Archers can shoot ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack rolls. They also add their dexterity modifier to all damage rolls made with crossbows and bows, no matter the variety. This extra damage is precision damage, but is multiplied on a critical hit. Creatures immune to critical hits or sneak attacks do not suffer this extra damage.
2nd - Quick Draw:
A Hammerhold Archer can draw or sheath his weapons extremely quickly, as a free action that provokes no attack of opportunities. This functions otherwise as the quick draw feat for all prerequisites.
2nd - Rapid Reloading:
The time required for the Hammerhold Archer to reload his crossbows is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If the Hammerhold Archer uses a hand crossbow or light crossbow, he may fire that weapon as many times in a full-attack action as able.
3rd - Trick Shot (Ex):
A Hammerhold Archer can choose one of the following combat actions: He can perform this action with any bow or crossbow against any target within 30 feet. Every other level beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows or bolts as normal.
All trick shots are a standard action.
Disarming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. The target makes a opposed attack roll, as normal for a disarm check. If successful, the target is disarmed and the weapon is knocked 5 ft. from the wielder. If not, the arrow bounces harmlessly off the object.
Focused Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers normal damage plus an extra 1d4 damage per 4 Hammerhold Archer levels. This extra damage is considered precision damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Maiming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers normal damage plus 1d4 bleed damage each round. The target suffers a -10 ft. movement penalty to all movement speeds and a -5 penalty on skill checks to avoid being tracked, the target's blood leaving a noticeable trail to follow. A successful heal check (DC 20) can remove the bleed damage and penalties, as can 5 points of magical healing.
Sunder Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target’s weapon, shield or other held object is sundered by the shot. This shot ignores hardness less than 20, dealing direct damage to the object struck.
At 11th level, the Hammerhold Archer can choose from the following list, in addition to the other trick shots he is able to learn.
Pinning Shot:
The Hammerhold Archer can make a single ranged touch attack at one target, at a -2 penalty to the attack roll. If successful, the target is pinned to the square it is in, and is considered grappled. The target pinned by an arrow can break free by destroying the Hammerhold Archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist check (against the Hammerhold Archer's AC).
Pinpoint Shot:
A Hammerhold Archer can make a single ranged attack against a target as a standard action. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. The Hammerhold Archer cannot perform this trick if the Hammerhold Archer moves in the same round.
Reflecting Shot:
The Hammerhold Archer must make a successful spot check to notice a creature hiding behind cover. As long as the target remains stationary or is within sight, the Hammerhold Archer can make a single attack roll at a -2 penalty against the target as a standard action. This attack ignores the effects of cover, including total cover. If successful, the arrow bounces off a single surface within 30 ft. of the target (assuming that the surface would grant line of sight to the target) and strikes the target.
Staggering Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers no damage but is shoved backwards one square, as if bull rushed.
Tripping Shot:
The Hammerhold Archer can make a single ranged touch attack at a -2 penalty against a target as a standard action. If successful, the arrow strikes the target in such a way that the target takes damage, lose balance and fall prone, as if tripped.
4th - Defensive Strike:
A Hammerhold Archer can use his bow or crossbow as a melee weapon. This ability allows a shortbow or crossbow to be used as a club, while a longbow or greatbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.
6th - Disrupting Shots:
If the Hammerhold Archer readies an action to shoot an opponent casting a spell and successfully hits that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4. Even if the attack misses, the caster must make a concentration check, although this check is lowered by however much the trick shot missed by.
8th - Evasive Hammerhold Archer (Ex):
A Hammerhold Archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 14th level and +6 at 20th level.
10th - Speed Loading:
The time required for a Hammerhold Archer to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. The Hammerhold Archer can fire a crossbow as many times in a full attack action as able. Reloading a crossbow longer provokes attacks of opportunity.
12th - Clustered Shots:
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
14th - Shot On The Run:
As a full-round action, A Hammerhold Archer can move up to his speed and make a single ranged attack at any point during that movement.
16th - Ranged Defense (Ex):
A Hammerhold Archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.
18th - Volley (Ex):
As a full-round action, a Hammerhold Archer can make multiple bow attacks at his highest base attack bonus against any number of creatures in a 15-foot- radius burst, making separate attack and damage rolls for each creature.
20th - Legendary Accuracy (Ex):
Any attacks made with bows or crossbows automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, the Hammerhold Archer cannot be disarmed while wielding a bow or crossbow.
http://i.imgur.com/QBCftg1.png
Abilities: Dex, Int, Wis
Alignment: Any.
Hit Die: d8
Class Skills
The Hammerhold Archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering / geography / nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
{table=head]{colsp=6}Table: Hammerhold Archer Class
Level| BAB | Fort| Ref |Will| Special
1st |+1 |+0 |+2 |+2 | Hammerhold Archer's Stance, Precision
2nd |+2 |+0 |+3 |+3 | Quick Draw, Rapid Reloading
3rd |+3 |+1 |+3 |+3 | 1st Trick Shot
4th |+4 |+1 |+4 |+4 | Defensive Strike
5th |+5 |+1 |+4 |+4 | 2nd Trick Shot
6th |+6/+1 |+2 |+5 |+5 | Disrupting Shots
7th |+7/+2 |+2 |+5 |+5 | 3rd Trick Shot
8th |+8/+3 |+2 |+6 |+6 | Evasive Hammerhold Archer
9th |+9/+4 |+3 |+6 |+6 | 4th Trick Shot
10th |+10/+5 |+3 |+7 |+7 | Speed Loading
11th |+11/+6/+1 |+3 |+7 |+7 | 5th Trick Shot
12th |+12/+7/+2 |+4 |+8 |+8 | Clustered Shots
13th |+13/+8/+3 |+4 |+8 |+8 | 6th Trick Shot
14th |+14/+9/+4 |+4 |+9 |+9 | Shot On The Run
15th |+15/+10/+5 |+5 |+9 |+9 | 7th Trick Shot
16th |+16/+11/+6/+1 |+5 |+10 |+10 | Ranged Defense
17th |+17/+12/+7/+2 |+5 |+10 |+10 | 8th Trick Shot
18th |+18/+13/+8/+3 |+6 |+11 |+11 | Volley
19th |+19/+14/+9/+4 |+6 |+11 |+11 | 9th Trick Shot
20th |+20/+15/+10/+5 |+6 |+12 |+12 | Legendary Accuracy
[/table]
Class Features
All of the following are class features of the Hammerhold Archer.
Weapon and Armor Proficiency
Hammerhold Archers are proficient with all simple weapons, all bows (Greatbow, Longbow, and Shortbow; including all composite varieties), and all crossbows (including hand, light repeating, and heavy repeating varieties). Hammerhold Archers are proficient with light and medium armor but with no shields.
1st - Hammerhold Archer's Stance (Ex):
The Hammerhold Archer does not provoke attacks of opportunity when firing ranged weapons while threatened.
1st - Precision (Ex):
Hammerhold Archers can shoot ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack rolls. They also add their dexterity modifier to all damage rolls made with crossbows and bows, no matter the variety. This extra damage is precision damage, but is multiplied on a critical hit. Creatures immune to critical hits or sneak attacks do not suffer this extra damage.
2nd - Quick Draw:
A Hammerhold Archer can draw or sheath his weapons extremely quickly, as a free action that provokes no attack of opportunities. This functions otherwise as the quick draw feat for all prerequisites.
2nd - Rapid Reloading:
The time required for the Hammerhold Archer to reload his crossbows is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If the Hammerhold Archer uses a hand crossbow or light crossbow, he may fire that weapon as many times in a full-attack action as able.
3rd - Trick Shot (Ex):
A Hammerhold Archer can choose one of the following combat actions: He can perform this action with any bow or crossbow against any target within 30 feet. Every other level beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows or bolts as normal.
All trick shots are a standard action.
Disarming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. The target makes a opposed attack roll, as normal for a disarm check. If successful, the target is disarmed and the weapon is knocked 5 ft. from the wielder. If not, the arrow bounces harmlessly off the object.
Focused Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers normal damage plus an extra 1d4 damage per 4 Hammerhold Archer levels. This extra damage is considered precision damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Maiming Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers normal damage plus 1d4 bleed damage each round. The target suffers a -10 ft. movement penalty to all movement speeds and a -5 penalty on skill checks to avoid being tracked, the target's blood leaving a noticeable trail to follow. A successful heal check (DC 20) can remove the bleed damage and penalties, as can 5 points of magical healing.
Sunder Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target’s weapon, shield or other held object is sundered by the shot. This shot ignores hardness less than 20, dealing direct damage to the object struck.
At 11th level, the Hammerhold Archer can choose from the following list, in addition to the other trick shots he is able to learn.
Pinning Shot:
The Hammerhold Archer can make a single ranged touch attack at one target, at a -2 penalty to the attack roll. If successful, the target is pinned to the square it is in, and is considered grappled. The target pinned by an arrow can break free by destroying the Hammerhold Archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist check (against the Hammerhold Archer's AC).
Pinpoint Shot:
A Hammerhold Archer can make a single ranged attack against a target as a standard action. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. The Hammerhold Archer cannot perform this trick if the Hammerhold Archer moves in the same round.
Reflecting Shot:
The Hammerhold Archer must make a successful spot check to notice a creature hiding behind cover. As long as the target remains stationary or is within sight, the Hammerhold Archer can make a single attack roll at a -2 penalty against the target as a standard action. This attack ignores the effects of cover, including total cover. If successful, the arrow bounces off a single surface within 30 ft. of the target (assuming that the surface would grant line of sight to the target) and strikes the target.
Staggering Shot:
The Hammerhold Archer can make a single ranged attack at one target, at a -2 penalty to the attack roll. If successful, the target suffers no damage but is shoved backwards one square, as if bull rushed.
Tripping Shot:
The Hammerhold Archer can make a single ranged touch attack at a -2 penalty against a target as a standard action. If successful, the arrow strikes the target in such a way that the target takes damage, lose balance and fall prone, as if tripped.
4th - Defensive Strike:
A Hammerhold Archer can use his bow or crossbow as a melee weapon. This ability allows a shortbow or crossbow to be used as a club, while a longbow or greatbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.
6th - Disrupting Shots:
If the Hammerhold Archer readies an action to shoot an opponent casting a spell and successfully hits that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4. Even if the attack misses, the caster must make a concentration check, although this check is lowered by however much the trick shot missed by.
8th - Evasive Hammerhold Archer (Ex):
A Hammerhold Archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 14th level and +6 at 20th level.
10th - Speed Loading:
The time required for a Hammerhold Archer to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. The Hammerhold Archer can fire a crossbow as many times in a full attack action as able. Reloading a crossbow longer provokes attacks of opportunity.
12th - Clustered Shots:
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
14th - Shot On The Run:
As a full-round action, A Hammerhold Archer can move up to his speed and make a single ranged attack at any point during that movement.
16th - Ranged Defense (Ex):
A Hammerhold Archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.
18th - Volley (Ex):
As a full-round action, a Hammerhold Archer can make multiple bow attacks at his highest base attack bonus against any number of creatures in a 15-foot- radius burst, making separate attack and damage rolls for each creature.
20th - Legendary Accuracy (Ex):
Any attacks made with bows or crossbows automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, the Hammerhold Archer cannot be disarmed while wielding a bow or crossbow.