Realms of Acadecia
Hundred Arrow Archer
Originally formed as an elite scouting and skirmishing unit in Archenholde to combat the more heavily numbered armies of the neighboring Grindel Territories, the skills of the Hundred Arrow Archers have since been taught to others. While still uncommon, Hundred Arrows can now be found throughout Acadecia. The unit was so named because witnesses claimed a unit of them could fell an army with only one hundred arrows. While this is purely hyperbole, the skills of a Hundred Arrow Archer are nonetheless impressive.
Role: Hundred Arrow Archers excel at battlefield mobility. They make excellent scouts and ambushers, though when the fight begins in earnest, they are more than capable of holding their own.
NOTE: Sniper Pool, Grit, and Panache
While the Hundred Arrow Archer’s Sniper Pool ability functions in a mechanically similar fashion to grit and panache, it is actually very different from those ability pools. Feats such as Signature Deed and Extra Grit do not work with a Hundred Arrow Archer’s Sniper Pool.
Hit Die: d8.
|1||+0||+0||+1||+0||+0||Bonus Feat, Sniper Pool, Sniper’s Eye|
|6||+4||+2||+3||+2||+2||Hit and Run|
Base Attack Bonus: +3
Feats: Combat Reflexes, Point-Blank Shot, Precise Shot.
Skills: Perception 5 ranks, Stealth 5 ranks.
Weapon Proficiency: Must be proficient with either the shortbow or longbow, or their composite versions.
The following are class skills for the Hundred Arrow Archer: Acrobatics (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int mod.
Weapon and Armor Proficiency: Hundred Arrow Archers are proficient with all simple weapons, as well as the short sword, longsword, shortbow, and longbow, and their composite counterparts. They are proficient with light armor but not with shields.
Bonus Feat: A Hundred Arrow Archer gains a bonus feat, chosen from the following list: Improved Critical, Improved Precise Shot, Lightning Stance, Manyshot, Rapid Shot, Stand Still, Weapon Focus, Weapon Specialization, or Wind Stance. The Hundred Arrow Archer must meet all prerequisites for these feats. Her fighter level is equal to her class level for the purpose of meeting any prerequisites. For any of these bonus feats that require a specific weapon type to be chosen, she must choose a bow or its compound counterpart.
She gains another bonus feat at 4th level, and again at 8th level.
Sniper Pool (Ex): A Hundred Arrow Archer gains a reserve of power called a Sniper Pool, representing her ability to tap into her innate cunning and reflexes to perform amazing feats of archery. She begins each day with a number of points in her Sniper Pool equal to her Intelligence modifier (minimum 1). Her pool resets at the beginning of each day, provided she has had at least eight hours of rest.
Sniper’s Eye (Ex): So long as she has at least one point in her Sniper Pool, a Hundred Arrow Archer gains a bonus equal to half her class level (minimum 1) on all sight-based Perception checks, as well as Stealth checks to hide after a snipe attempt. She may also use her Intelligence modifier in place of her Wisdom modifier on sight-based Perception checks. By spending one point from her Sniper Pool as an immediate action, she can reduce the penalty to her Stealth check to hide after a snipe from -20 to -10.
Extreme Precision (Ex): A Hundred Arrow Archer has keen eyes and can target enemies with greater precision than most. At 2nd level, she may spend one point from her Sniper Pool as a swift action to add her Dexterity Bonus to damage with all attacks using a bow until the beginning of her next turn. This bonus is precision damage, and not multiplied on a critical hit.
Pinning Arrow (Ex): Hundred Arrow Archers are expert marksmen. At 3rd level, the Hundred Arrow Archer may spend one point from her Sniper Pool to fire a pinning arrow as a standard action. She makes an attack roll as normal. If the attack hits, she deals no damage to her opponent but instead pins him in place. He may attack and defend himself as normal, but cannot move until he takes a standard action to free himself from the pinning arrow.
Meteor Shot (Su): Part of the Hundred Arrow Archer’s legend stems from the devastating technique known as the Meteor Shot. At 5th level, the Hundred Arrow Archer may perform a Meteor Shot as a full-round action by spending one point from her Sniper Pool. She makes a single attack roll at one opponent within her weapon’s first range increment at a -2 penalty. If the attack hits, she bypasses all Damage Reduction the target may possess, and may make a second attack against an enemy directly behind the first target in a straight line, with an additional -2 penalty. She may continue making attack rolls in this fashion, with each subsequent attack accruing an additional -2 penalty, until an attack misses or she reaches the end of her weapon’s first range increment, whichever comes first.
Hit And Run (Ex): At 6th level, a Hundred Arrow Archer’s field mobility nears its peak. So long as she has at least one point left in her Sniper Pool, she can also move up to half her speed during a full attack action. She may take this movement in multiple increments between shots, but each increment must be at least 5 feet. By spending one point from her Sniper Pool, she may instead move her full base speed during her full attack action for one round.
Crippling Arrow (Ex): At 7th level, the Hundred Arrow Archer can hobble foes with ease. As a standard action, she may spend one point from her Sniper Pool to make an attack roll against a target. If successful, the attack deals damage normally and the target must make a Fortitude Save (DC = 10 + class level + Int Mod) or suffer from a crippled leg or crippled arm (Archer’s choice). A target with a crippled leg has their movement speed halved and takes a -2 circumstance penalty to their CMD against Trip, Overrun, and Bull Rush attempts. A target with a crippled arm takes a -2 circumstance penalty to Strength checks, Strength-based skill checks, and weapon attack rolls, and does not gain the normal 1 1/2 times Strength bonus for wielding a weapon two-handed. These penalties last for a number of rounds equal to her Hundred Arrow Archer level, or until the target receives a DC 15 Heal check or at least one point of magical healing. Creatures immune to bleed damage are immune to Crippling Arrow.
Grindelbane (Ex): At 9th level, the Hundred Arrow Archer has mastered the art of skirmishing, and is nigh-untouchable on the battlefield. So long as she has at least one point in her Sniper Pool, she threatens adjacent squares to her, and no longer provokes attacks of opportunity for either loading or firing a bow in melee. By spending one point from her Sniper Pool as a swift action, she may threaten in a fifteen-foot radius around herself until the beginning of her next turn. If she successfully strikes an enemy with an attack of opportunity provoked by movement through her threatened area, that enemy must immediately end his movement, as if the Hundred Arrow Archer was using the Stand Still feat. If she also has the Stand Still feat, she may instead spend one point from her Sniper Pool as an immediate action to make a ranged trip attempt on the target, using her Intelligence modifier instead of her Strength modifier for her CMB. If the target is successfully tripped, he provokes attacks of opportunity as if the Hundred Arrow Archer were using the Greater Trip feat.
Death Arrow (Sp): At 10th level, the Hundred Arrow Archer can pick out targets and end them with extreme prejudice. By spending two points from her Sniper Pool, the Hundred Arrow Archer may make an attack against a single target as a standard action. If the attack hits, the target takes damage as normal and must make a Fortitude Save (DC 20 + Int mod) or die. Creatures immune to critical hits are immune to Death Arrow.