Patreon LogoYour support makes Blue Moon possible (Patreon)

Iconic Heroes or Saving the World...Again (Characters)

lightsenshi

Captain Oblivious!
Joined
May 7, 2021
"The Tarrasque is attacking, it must be Tuesday."

So, you're the group of four heroes who once saved the world. Only it turns out that saving the world came with a curse of it's own. The first being that no one remembers that you did it, or at least no one can put the events together in a way that identifies you. The second is a far different sort of curse: one where if you don't have sex at least once a day then you suffer from a series of debilitating effects.

But now, you're being called on to save the world once again. Maybe this time, you'll actually get credit for it.



What I'm looking for:
I'm looking for three players, who are not only interested in the system but also ideas for plot advancement. I have a basic idea, but I'd like player input so as to avoid cliche as much as possible.
I'll be contributing a male character (summoner or white mage, depending) as well as keeping the story moving. And yes, I'll be doing the GM stuff too.

Speaking of system:
I'm aiming for the Final Fantasy d20 system, which is a variant of Pathfinder. As I've also got the Book of Passion lying around, that'll be available for player use.
It'll be a 30 point buy, character level 20, no multi-classing. In addition, you'll have Immortality Talent (found under White Mage and Black Mage) for free.
You'll have 2 traits and 880k in gil to spend. You have maximum hit pionts for all levels.
Either a Recovery Bracer or Ring of Renewal are strongly recommended.

Addendum:
There are blank character sheets under Links on the website.
 
Last edited:
Basic Statistics
Name: Devlin Lightbringer
Race: Gria
Class: Master Caller (Summoner)
Gender: Male
Alignment: True Neutral
Level: 20
Untitled.jpg
Deity: Minerva
Hair: Red (worn in a ponytail)
Eyes: Yellow
Speed: 60 foot walking, 80 foot flying (perfect maneuverability)


Attributes
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 23 (+6)


Vital Statistics
Fortitude: +8
Reflex: +8
Will: +13

Hit Points: 160
Initiative: +8
MP: 159 (12)
Limit Breaks: 5

Armor Class: 21 (+9 bonus from Summon Mage’s Robes spell)
Touch AC: 12
Flat-Foot AC: 19


Combat Statistics
CMB: +12
CMD: 24

Melee: +12/+7
Ranged: +12/+7

Caster Level: 20 (+1 light spells)
Spell Save: 16 + spell level (+1 light spells, -1 dark spells)


Skills
Diplomacy +29 (20 ranks)
Fly +27 (20 ranks)
Perception +25 (18 ranks)
Pilot +10 (6 ranks)
Knowledge:All +7 (2 ranks each)
Spellcraft +25 (20 ranks)
Sense Motive +21 (20 ranks)
Use Magic Device +23 (14 ranks)

Languages
Common, Draconic, Giant, Ignan


Feats and Traits
Seeker (Social Trait)
Reeactionary (Combat Trait)

Weapon Focus: Power Staff (Racial Feat)
Endurance (General Feat 1st)
Diehard (General Feat 3rd)
Light Focus (General Feat 5th)
Skilled Flyer (Racial Feat 7th)
Skilled Flyer (Racial Feat 9th)
Strengthened Wings (Racial Feat 11th)
Sunlight Eyes (Reserve Feat 13th)
Hover (Monster Feat 15th)
Skilled Flyer (Racial Feat 17th)
Skilled Flyer (Racial Feat 19th)


Spells
Zero-Level (11): Elemental Orb, Magical Cleaning, Magical Hygiene, Mending, Message, Read Magic, Torchlight, Stabilize, Alter Food, Alter Object, Dancing Lights.
First-Level (8): Summon Mage’s Robes, Mount, Unseen Servant, Expeditious Construction, Moogle Charm, Summon Ammunition, Mandragora’s Photosynthesis, Summon Equipment I.
Second-Level (4): Terra Homing, Summon Avatar, Fog Cloud, Instant Weapon.
Third-Level (5): Fey Light, Life Guard, Summon Food and Water, Summon Carriage, Summon Driver.
Fourth-Level (4): Summon Cottage, Major Summoning, Insect Plague, Summon Deadfall.
Fifth-Level (4): Radiant Breath, Alluring Embrace, Unicorn Horn, Secret Chest.
Sixth-Level (5): Angel Feathers, Summon Feast, Summon Laborers, Greater Oil, Ghostly Veil.
Seventh-Level (4): Summon Mansion, Summon Demiplane, Rampart, Howling Moon.
Eighth-Level (5): Flames of Rebirth, True Summoning, Rain of Arrows, Ultimate End, Descending Darkness.
Ninth-Level (5): Holy Judgment, Summon Resplendent Mansion, Greater Summon Demiplane, Summon Equipment V, Eternal Breath.
Note: 1 first level spell scroll used.


Magical Items
Super Ribbon (Head slot)
Recovery Bracer (Wrist slot)
Wizard Amulet (Neck slot)
Sprint Shoes (Feet slot)
+4 Ranged Power Staff => Quad Overcharged (+3 dice)

Alchemical Items
Chocolate, 2


Racial Abilities
Fearless: Gria receive a +2 racial bonus on saves against fear spells and effects.
Stubborn: Gria gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the illusion school. In addition, if a gria fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the gria has a similar ability from another source, it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Low-Light Vision: Gria can see twice as far as humes in conditions of dim light.

Destructive: Gria receive a +2 racial bonus on sunder combat maneuver checks.
Martial Background: Gria receive the Weapon Focus feat for free at first level, and may apply it to any single weapon they are proficient in.
Weapon Familiarity: Gria are proficient with the knight sword and longbow (including composite).

Bestial: The draconic blood of some gria manifests in the form of particularly prominent gria features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks.
Skymaster: Some gria defy their conflicted nature and take to the skies, avoiding war, peace, and civilization all together. A gria with this racial trait gains a +2 bonus to Fly and Pilot skill checks.


Summoner Talents
Avatar Magic (Su): The summoner gains a pool of extra MP equal to 50% of what he gains from having high Charisma (Spell Level 5 with 18 Charisma would grant 5 MP to this pool). This extra MP can only be used by the avatar for using its abilities.
Augment Avatar (Su): The summoner’s avatar gains the benefit of the Augment Summoning feat.
Flexible Augmentation (Su): When casting any Summon Monster spell, the summoner can choose to change one ability score to receive the bonus granted by Augment Summoning to another ability score (STR/CON can change into DEX/CON). This choice applies to all creatures summoned by the spell. A summoner with the augment avatar summon talent may apply the effects of this summon talent to his avatar upon performing the summoning ritual. Choosing this talent again allows the summoner to change both bonuses.
Increased Avatar Range (Su): The summoner’s avatar can go further than normal before its health decreases. The avatar can move 100 additional feet further away from the summoner. This talent can be selected more than once.
Increased Avatar Range (Su): The summoner’s avatar can go further than normal before its health decreases. The avatar can move 100 additional feet further away from the summoner. This talent can be selected more than once.
Increased Avatar Range (Su): The summoner’s avatar can go further than normal before its health decreases. The avatar can move 100 additional feet further away from the summoner. This talent can be selected more than once.
Energetic Recharge (Su): Once per day, as an immediate action, when the summoner would take damage from earth, fire, ice, lightning, water, or wind damage, he can convert the damage into MP, at a rate of 1 MP per 10 damage.
Maximized Magic (Su): The summoner can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the MP cost or the level of the spell.
Quickened Magic (Su): The summoner can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost or the level of the spell.
Focused Avatar Ability (Su): The recharge timer on a single ability of your avatar hastens to 1d3 rounds instead of 1d4+1. Selected: Clarsach Call Siren


Archtype Abilities
Avatar (Su): At 1st level, a master caller begins play with the ability to summon to his side a powerful outsider called an avatar. The master caller is able choose which avatar to summon, from the following: Alexander, Anima, Bahamut, Bismarck, Carbuncle, Diabolos, Fenrir, Garuda, Ifrit, Ixion, Leviathan, Odin, Phoenix, Ramuh, Shiva, Siren, Titan, Valefor, or Yojimbo.
Call (Su):
At 2nd level, as a standard action, a master caller can call forth any avatar (using the same effective level of his current avatar, summoned or not) who appears within 30 feet of the master caller. The avatar can take a full-round worth of actions and disappears at the end of the round. The master caller can use this ability a number of times per day equal to 3 + his Charisma modifier.



ffd2-siren-omega.jpg Primary Avatar: Siren

Ability Scores
Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 20

Basic Statistics
Size: Large
Reach: 10 ft
Attack: slam (1d8), kick (1d6)
Special Qualities: Water immunity

Vital Statistics
Hit Points: 195
Armor Class: 31 (+18 natural armor)
Initiative: +7

Fort: +9
Ref: +12
Will: +10

Special Abilities
Darkvision 60 feet
Improved Evasion
Devotion
Link

Skills
Bluff +23 (15 ranks)
Perception +19 (15 ranks)
Sense Motive +19 (15 ranks)
Stealth +21 (15 ranks)


Feats
Toughness
Blind-Fight
Improved Initiative
Exotic Weapon Proficiency (Knight Sword)
Improved Critical (Knight Sword)
Combat Expertise
Combat Reflexes
Great Fortitude
 
Last edited:
Princess Elizabeth

12365
Miqo'te.600.2731096.jpg Core.png Combat.png
Class.png Class_Advancement_00.png Class_Advancement_01.png Class_Advancement_02.png
Skills.png Feats.png Equipment_n_Gil.png Spells_List01.png Spells_List02.png

There is the char took me lot longer than I expected XD
 
Basic Statistics
Name: Catalia Thorngale
Race: Wildwood Elvaan
Class: Archer
Gender: Female
Alignment: Neutral Good
Level: 20
Deity: Lakshmi
Hair: Shoulder length blonde
Eyes: Green
Speed: 150' walking
e4dd076cf6956f899831919660125e98.jpg


Attributes
Strength: 10 (+0)
Dexterity: 30 (+10)
Constitution: 22 (+6)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 12 (+1)


Vital Statistics
Fortitude: +19
Reflex: +30
Will: +16

Hit Points: 300
Initiative: +16
MP: Nada
Limit Breaks: 5

Armor Class: 23 (+7 if moved at least 10'. +Aim Bonus vs targets)
Touch AC: 23 (+Aim vs targets)
Flat-Foot AC: 10


Combat Statistics
CMB: +15
CMD: 35

Melee: +16/+11/+6
Ranged: +26/+21/+16


Skills
All 20 Ranks
Acrobatics +32
Climb +22
Knowledge History: +27
Knowledge Nature: +26
Knowledge Nobility: +27
Perception: +33
Stealth: +47
Survival: +26
Swim: +22
Use Magic Device: +21 (23 w/ Materia)

Languages
Common, Elvaan, Draconic, Orc, Sylvan


Feats and Traits
Fate's Favored
Materia Veteran

Weapon Focus: Longbow (Racial Feat)
Deadly Aim (Archer Bonus)
Improved Precise Shot(Archer Bonus)
Rapid Shot(Archer Bonus)
Improved Initiative (Sprint Shoes)
Point Blank Shot (Combat Feat 1st)
Precise Shot (Combat Feat 3rd)
Combat Expertise (Combat Feat 5th)
Improved Called Shot (Combat Feat 7th)
Fleet (General Feat 9th)
Clustered Shot (Combat Feat 11th)
Improved Critical Longbow (Combat Feat 13th)
Dodge (Combat Feat 15th)
Toughness (General Feat 17th)
Far Shot (Combat Feat 19th)


Magical Items
+5 Longbow w/ Level 3 Time Materia
Efficient Quiver w/ 20 Durable Adamantine, 20 Durable Cold Iron, 20 Durable Alchemical Silver, & 50 Durable Alchemical Silver Ghost Touch arrows
+5 Dancing Scarves w/ Level 3 Life Materia
Sprint Shoes (Feet slot)
Stone of Good Luck
Belt of Physical Might +6 Dex and Con (Waist slot)
Ring of Renewal
+5 Cloak of Resistance
Speed Bracer

Alchemical Items
One each of the Attribute Ups (Consumed)

Racial Abilities
Long-Limbed: Elvaans with this racial trait have a base move speed of 35 feet.
Keen Senses: Elvaans receive a +2 racial bonus on Perception checks.
Martial Background: Elvaans receives the Weapon Focus feat for free at first level, and may apply it to any single weapon he is proficient in.
Resistant: Spending years training their mind against the invasion of other’s influences, an elvaan protects all aspects of themselves during combat. Elvaans gain a +2 racial bonus on saving throws against mind-affecting effects and poison. This racial trait replaces gatecrasher.
Noble Upbringing: Elvaans take great pride in their history, culture, and government. They receive a +2 bonus on Knowledge (nobility) and Knowledge (history) checks and treat these skills as class skills.
Low-light Vision: An elvaan can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.


Archer Class Abilities
Limit Breaks (Su)
At 1st level, the archer receives the Limit Breaks (Shell Piercer and Trueshot Arrow).

Shell Piercer (Su): This Limit Break allows the archer to strike through any armor. For a duration of 1 round + 1 round per four archer levels after 1st, the first arrow that an archer fires per round goes against touch AC rather than normal AC. For every four archer levels after 1st, the archer treats another arrow he fires against touch AC. This limit break requires only a swift action.

Trueshot Arrow (Su): This Limit Break allows the archer to enhance his Called Shots. For a duration of 1 round + 1 round per four archer levels after 1st, the first called shot that hits per round counts as a confirmed critical called shot with a +1 competence bonus to the save DC plus an additional +1 competence bonus per four archer levels after 1st. This limit break requires only a swift action.

Archer Training (Ex)
Starting at 1st level, an archer counts his total archer levels as base attack bonus for the purpose of qualifying for feats.

Aim (Ex)
An archer can aim at up to 5 opponents they can see as a Swift action. The archer then gains a +5 insight bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +11 insight bonus on bow and crossbow attack and damage rolls against it. These bonuses remain in effect until either the opponent is dead or the archer aims at a new target. The archer may discard this connection to an aimed target as a free action, allowing him to aim at another target in its place.

Whenever the archer uses the aim ability, they can double the bonuses a number of times per day equal to their Dexterity modifier.

Hawkeye (Ex)
An archer gains a +7 bonus on Perception checks, and the range increment for any bow or crossbow they use increases by 35 feet.

Agile Archer (Ex)
Starting at 3rd level, when making a ranged attack an archer may add his Dexterity modifier to the damage roll while using a bow or crossbow. If an effect or item would allow an archer to use his Strength for ranged weapon damage rolls, he instead uses Dexterity, but it doesn’t stack. For example, an archer using a composite longbow can decide to use his STR modifier up to the rating of the bow, or use all of his DEX modifier to damage regardless of the composite bow’s rating.

An archer still takes the penalty to damage from having a STR modifier lower than 0 made with non-composite bows, as well as the -2 penalty on attacks rolls and damage penalty when having a STR modifier lower than the composite value of a composite bow.

Expert Archer (Ex)
An archer gains a +5 bonus on ranged attack and damage rolls with bows and crossbows.

Called Shot (Ex)
At 5th level, while using aim at a target, the archer can attempt to strike a specific body part on an aimed target within the first range increment of his bow and crossbow, to cause various effects. The archer must declare his intention to attempt a called shot and designate the specific target and body part before the attack roll is made. The archer then makes ranged attacks as normal (can make multiple called shots as his number of attacks allowed). A successful attack deals weapon damage normally and causes debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a restora spell or equivalent effect. If damage reduction completely negates the damage from a called shot, the called shot has no effect. If hit point damage does get through, the called shot has normal effects. Creatures immune to critical hits are immune to the effects of a called shot. Multiple successful called shots against the same body part or body parts of a single creature are not cumulative.

Arm: Arms are the manipulating limbs of a creature, including tentacles. Wings are also considered to be arms for purposes of a called shot. Called shots to the arm gain a +2 bonus to attack rolls.
Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make a Fly check (DC 10 + damage dealt) to avoid descending involuntarily.
Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) halves the ability damage (minimum 1 point to each attribute). The target also suffers the effects of a called shot to the arm for 1d4 minutes.

Chest: Called shots to the chest are aimed at the well-protected center of mass of a creature. Called shots to the chest gain a +2 bonus to attack rolls.
Called Shot: A called shot to the chest deals no additional damage, but any skill checks caused by the hit (such as an Acrobatics check while balancing or a Climb check while climbing) take a –2 penalty.
Critical Called Shot: A critical hit to the chest deals 1d4 points of Constitution damage and fatigues the target. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) (made after the Constitution damage is applied) negates the fatigue. The creature also suffers the effects of a called shot to the chest.

Ear: Ears are the organs used to hear. Creatures without visible ears generally aren’t susceptible to called shots to that location. Called shots to the ear suffer a –6 penalty to attack rolls.
Called Shot: A called shot to the ear deafens that ear for 1 round, and imposes a –2 penalty on Perception checks. A creature that loses hearing in all ears is deafened until hearing is returned by way of the restora spell or a similar effect.
Critical Called Shot: A critical hit to the ear deafens that ear for 2d6 minutes and leaves the target staggered for 1 round. The target also suffers the effects of a called shot to the ear for that duration.

Eye: Eyes include whatever organs a creature uses to see. Generally, a creature can’t be blinded until it has lost all vision in all of its eyes. Creatures with five or more eyes take no penalties from called shots to their eyes until they’re blinded in enough eyes to bring them down a single functional eye, but can still be blinded in that eye by a critical hit. Called shots to the eye suffer a –6 penalty to attack rolls.
Called Shot: A called shot to the eye gives all of the target’s foes concealment against its attacks for 1 round and gives it a –2 penalty on Perception checks. If the creature only has one functional eye prior to the called shot, it is blinded for 1 round instead.
Critical Called Shot: A critical hit to the eye costs the target’s sight in that eye for 1d4 minutes. The target also suffers the effects of a called shot to the eye for that duration.

Hand: Hands include most extremities used for fine manipulation. Called shots to the hand suffer a –1 penalty to attack rolls.
Called Shot: For 1d4 rounds, any attack rolls, damage rolls, ability checks, or skill checks made using the wounded hand take a –2 penalty, including attack and damage rolls with two-handed weapons. In addition, the target takes a –4 penalty to its CMD to resist disarm attempts, and drops its weapon (if any) on an attack roll result of a natural 1.
Critical Called Shot: A critical hit to the hand deals 1d4 points of Dexterity damage. In addition, the target drops anything it is holding in that hand unless it succeeds at a Reflex save (DC 10 + half of the archer’s level + his Dexterity modifier). Items held in two hands aren’t dropped, but the target still loses its grip with the injured hand. The target also suffers the effects of a called shot to the hand for 1d4 minutes.

Head: Called shots to the head suffer a –1 penalty to attack rolls, as most creatures show some skill at dodging attacks aimed at their faces. Some creatures lack a proper head altogether. Creatures with multiple heads must be hit by called shots to all their heads in a single round to suffer ill effects, and even then, only suffer the least effect that is inflicted on any single head.
Called Shot: A called shot to the head leaves the target sickened for 1d4 rounds.
Critical Called Shot: A critical hit to the head deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly determine which) and staggers the target for 1d4 rounds. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) prevents the target from being staggered. The target also suffers the effects of a called shot to the head for 1d4 minutes.

Heart: A called shot to the heart represents an attempt at a killing blow. If the hit isn’t a critical hit, the attempt fails and is just a normal hit. A called shot to the heart can be used for any small, likely fatal location on a creature, such as the only weakness on an unimaginably ancient red dragon. Called shots to the heart suffer a –6 penalty to attack rolls.
Called Shot: A called shot to the heart is just a normal hit with no extra effect.
Critical Called Shot: A critical hit to the heart pierces the organ, causing exhaustion and 1d4 points of Constitution bleed damage. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) reduces this to fatigue and 1 point of Constitution bleed damage. In either case, stopping the bleeding requires either regeneration (spell or special ability), magic healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a successful DC 20 Heal check that takes 1d4 rounds to complete.

Leg: Legs are the ambulatory limbs of a creature. Called shots to the leg have no special effect on creatures with five or more legs. Called shots to the leg Gain a +2 bonus to attack rolls.
Called Shot: A called shot to a leg lowers the target creature’s speed by 10 feet for 1d4 rounds if it has two or fewer legs, and by 5 feet if it has three or four legs. In either case, the creature’s speed cannot be reduced below 5 feet per round. Called shots to the leg have no effect on creatures with five or more legs. Hitting the same leg more than once has no extra effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4 rounds.
Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) keeps the creature from falling prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes.

Foot: Called shots to the foot aim to take away the target’s ability to charge at their foes. Called shots to the foot suffer a –1 penalty to attack rolls.
Called Shot: A called shot to the foot stops the target being able to charge or run for 1d4 rounds.
Critical Called Shot: A critical hit to the foot deals 1d4 points of Dexterity damage and causes the target to become Immobilized, a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) to negate the status effect. The creature also suffers the effects of a called shot to the foot for 1d4 minutes.

Neck: The neck makes for a difficult but rewarding target. Injuries to the neck keep a creature from speaking easily, and if blood vessels or the windpipe are damaged, such injuries rapidly lead to death. Creatures that lack vulnerable heads generally can’t be attacked in the neck either. Called shots to the neck suffer a –6 penalty to attack rolls.
Called Shot: A called shot to the neck makes speaking above a hoarse whisper impossible for 1 round. Spells have a 20% chance of failing outright, as do attempts to activate command-word items (although for magic items, the use of the item is not wasted).
Critical Called Shot: A critical hit to the neck deals 1d6 points of bleed damage. In addition, the target must succeed at a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) or suffer a crushed windpipe and be unable to breathe or speak, possibly suffocating. A crushed windpipe can be repaired by magical healing (from one or more sources) that heals as many hit points of damage as the original hit dealt, or by a DC 25 Heal check to open up a hole into the windpipe. The latter check deals 2d6 hit points of damage, and leaves the creature still unable to speak. If target makes its saving throw, it still suffers the effects of a called shot to the neck for 1d4 minutes.

Vitals: The vitals correspond to the abdomen on a humanoid: critical organs not well-protected by bone. Attacks on the vitals can also include dastardly “low blows.” Vitals for non-humanoid creatures can include nearly any location that is relatively hard to hit, poorly protected, and debilitating if struck. Called shots to the vitals suffer a –1 penalty to attack rolls.
Called Shot: A called shot to the vitals leaves the target sickened for 1d4 rounds. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) reduces this duration to 1 round. While sickened from the blow, the target cannot run or charge.
Critical Called Shot: A critical hit deals 1d4 points of Constitution damage. In addition, the target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A successful Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) negates the nauseated condition. While the target is sickened from the blow, it cannot run or charge.

Fast Movement
+50 base speed

Improved Evasion

Improved Uncanny Dodge

Quick Shot (Ex)
Also at 7th level, whenever an archer makes a full attack with a bow or crossbow, he can make one additional ranged attack. This attack is at the archer’s highest base attack bonus, but each attack in the round (including the extra one) takes a –2 penalty. This ability stacks with Rapid Shot feat.

Heavy Pull (Ex)
At 8th level, the archer can pull on a bowstring or taut their crossbow in such a way that they can deal considerably more damage than others who are less talented with ranged weapons. An archer treats any bow or crossbow as 1 size category larger when calculating damage. This does not stack with any similar abilities.

Safe Shot (Ex)
Beginning at 9th level, the archer no longer provokes attacks of opportunity when making a ranged attack with his bow or crossbow. When making other ranged attacks, such as throwing a dagger, the archer provokes as normal.

Ranged Cleave (Ex)
A bow in the hands of an 11th-level archer becomes a weapon capable of shots with incredible power and precision. Whenever an archer deals enough damage to a creature with a bow or crossbow to drop the creature below 0 hit points, the archer receives a second attack against another creature within half the weapon’s range increment of the first target. If the second target is dropped below 0 hit points by the attack, the archer may take a third attack against another creature within one-quarter of the weapon’s range increment from the second target, and so on – the maximum distance between potential targets halving each time a target is successfully dropped.

Evasive Archer (Ex)
Also at 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level.

Critical Aim (Ex)
At 14th level, the archer’s aim becomes a precise deadliness. The critical threat range of all bows and crossbows in the hands of the archer is increased by 1. At 18th level, this increases by 1 again. This increase stacks with Improved Critical or Keen effects but applies after.

Racking Critical (Ex)
At 15th level, when an archer confirms a critical hit with a bow or crossbow, the creature suffers such racking pain that its defenses are lowered temporarily. All cases of DR and hardness on that creature may be ignored by the archer and his allies until the start of the archer’s next turn.

Volley (Ex)
At 17th level, as a full-round action, an archer can make a single bow or crossbow attack at his highest base attack bonus against any number of creatures in a 30-foot-radius burst, making separate attack and damage rolls for each creature.

Ranged Defense (Ex)
At 19th level, an archer gains DR 5/- against ranged attacks. In addition, as an immediate action, he can catch an arrow or bolt fired at him and shoot it any target he chooses.

Aim Mastery (Ex)
At 19th level, the archer becomes a master at capturing or killing his aimed targets. As a standard action, he can make a single bow or crossbow attack against an aimed target at his full base attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) or suffer the additional effect. Whether or not the target succeeds, it cannot be targeted by this ability again (by any archer) for 24 hours.

Master Archer (Ex)
At 20th level, an archer’s skill with archery becomes legendary. Any attacks made with any bow or crossbow that the archer wields automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding any bow or crossbow.

Archery Talents

Chameleon Step (Ex) The archer can move up to twice his speed as a move action. The archer does not take any penalty on Stealth skill checks for movement during this move. This move provokes attacks of opportunity as normal (assuming enemies know he’s there).

Critical Genius (Ex) The archer may select 1 bow or crossbow with which the he is proficient, treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when the archer confirms a critical hit with the chosen weapon while using the attack action he deals additional damage equal to his base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At 12th level, the chosen weapon’s critical threat range is instead treated as 18-20.

Defensive Grace (Ex) An archer that selects this talent adds his aimed target bonus to his CMD and as a dodge bonus to AC when attacked by his aimed target.

Improved Called Shot (Ex) Prerequisites: Called Shots, Archer 6
While making a called shot, an archer with this talent reduces the penalty to attack rolls by 2.

Marauder’s Step (Ex) Prerequisites: Archer 8
Whenever the archer uses a full-round action to attack, he may move up to half his speed as a free action before the first attack is made. This can provoke attacks of opportunity normally.

Positioning Shot (Ex) Once per round, when an archer with this talent hits a creature with a bow or crossbow attack, he can move up to 30 feet without provoking attacks of opportunity.

Saving Grace (Ex) An archer that selects this talent adds his aimed target bonus as an insight bonus to all saving throws that he makes when targeted by an attack or ability used by his aimed target.

Weak Spot (Ex) Whenever an archer with this talent uses a bow or crossbow against a target of his size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the archer does not apply his Strength or Dexterity bonus to the damage.

Distracting Shot* (Ex) The archer can use this talent as a free action when he hits with a bow or crossbow attack. The target of the attack takes a –2 penalty on all attack and CMB rolls for 1 round.

Surprise Shift (Ex) The archer can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Standard Full Attack Vs Aimed Target
+5 Longbow +41/+41/+41/+41/+36/+31 vs Normal AC 2d6+31 13-20(x3) crits -2 Attack and CMB on hit
+5 Longbow +41/+41/+41/+41/+36/+31 vs Touch AC on Medium or larger target 2d6+21 13-20(x3) crits -2 Attack and CMB on hit
 
Back
Top Bottom