I might have mentioned classes in the intro and magicka post, but I don't believe I talked much about it. Classes have proven to be the hardest part of ESPA so far, just because we need to come up with class features to put on the leveling tables. We've been borrowing a lot of things from Pathfinder already, but a lot of times, what they have just doesn't fit as well as we'd like. So then we have to make something up, or borrow something from D&D, which takes time and effort to sift through all the material D&D has. We also look through 3rd party Pathfinder classes, and use regular feats to fill the gaps.
Another area that slows us down is the spell slots and spells known tables. I do all of that myself, and it's a bit of trouble trying to sync those with each other in a fair way, depending on a lot of factors, and also syncing it to a class' own personal spell list. For now, I'm only using Pathfinder spells, because they seem to pretty much cover everything Elder Scrolls spells do, with the exception of a few like summoning weapons and armor. When the time comes, I will add any spells from Elder Scrolls that do things spells from Pathfinder don't. And then, I'll be renaming every spell in Pathfinder that matches the effect of spells from Elder Scrolls. My main source of mechanical and statistical Elder Scrolls information comes from Morrowind.
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Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
Archers are the marksmen of Tamriel, adept at combat over great distances. Archers are able to take down most foes before they have a chance to draw their sword. Archers typically wear light armor and can use any weapon, although their weapons of choice tend to be the long bow and the short bow. Needing both hands for utilizing their weapons of choice, archers rarely carry shields. A high agility ensures accuracy in delivering their arrows, and a high strength ensures maximum penetration.
Role: Though good all-round light skirmishers, unsurprisingly it is the bow that defines the Archer class. Marksman is their primary offensive skill, and with no specialty in Block and only wearing Light Armor, they will want to make full use of it to kill or soften up enemies at range.
Alignment: Any
Hit Die: 1d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Stealth (Dex), Swim (Str)
Skill Ranks Per Level: 4 + intelligence modifier
Starting Wealth:
3d6 x 10 or 105 gp
Table: Archer
(Table available in downloaded version.)
Spells Known:
(Table available in downloaded version.)
Class Features:
Weapons and Armor:
An Archer is proficient with all simple and martial ranged weapons, all simple and martial light swords, shields, and light armor.
Studied Target:
An Archer can study an opponent she can see as a move action. The Archer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of Archer class abilities against that opponent increase by 1. An Archer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the Archer studies a new target.
Nerve:
An Archer makes her mark upon the world with daring stunts and mastery over all things ranged. All Archers have nerve. In game terms, nerve is a fluctuating measure of an Archer’s ability to perform amazing actions in combat. At the start of each day, an Archer gains a number of nerve points equal to her Wisdom modifier (minimum 1). Her nerve goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. An Archer spends nerve to accomplish stunts(see below), and regains nerve in the following ways.
Critical Hit with a ranged weapon: Each time the Archer confirms a critical hit with a ranged weapon attack while in the heat of combat, she regains 1 nerve point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Archer's character level does not restore nerve.
Killing Blow with a ranged weapon: When the Archer reduces a creature to 0 or fewer hit points with a ranged weapon attack while in the heat of combat, she regains 1 nerve point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Archer's character level to 0 or fewer hit points does not restore any nerve.
Stunts:
Archers spend nerve points to accomplish stunts. Most stunts grant the Archer some momentary bonus or effect, but there are some that provide longer-lasting effects. Some stunts stay in effect as long as the Archer has at least 1 nerve point. The following is the list of base Archer stunts. An Archer can only perform stunts of her level or lower. Unless otherwise noted, a stunt can be performed multiple successive times, as long as the appropriate amount of nerve is spent to perform the stunt.
Deadeye: At 1st level, the Archer can resolve an attack against touch AC instead of normal AC when firing beyond her ranged weapon’s first range increment. Performing this stunt costs 1 nerve point per range increment beyond the first. The Archer still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this stunt.
Archer’s Dodge: At 1st level, the Archer gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the Archer, she can spend 1 nerve point to move 5 feet as an immediate action; doing so grants the Archer a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the Archer can drop prone to gain a +4 bonus to AC against the triggering attack. The Archer can only perform this stunt while wearing medium or light armor, and while carrying no more than a light load.
Archer Initiative: At 3rd level, as long as the Archer has at least 1 nerve point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the ranged weapon is not hidden, she can draw a single ranged weapon as part of the initiative check.
Utility Shot: At 3rd level, if the Archer has at least 1 nerve point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a ranged weapon, but the Archer must declare the utility shot she is using before firing the shot.
Blast Lock: The Archer makes an attack roll against a lock within the first range increment of her ranged weapon. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this stunt, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The Archer makes an attack roll against a Tiny or smaller unattended object within the first range increment of her ranged weapon. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the Archer does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The Archer makes a ranged weapon attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The Archer does not have to make an attack roll when performing the stunt in this way; she can instead shoot the ranged weapon into the air, but that shot still uses up ammunition normally.
Dead Shot: At 7th level, as a full-round action, the Archer can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the ranged weapon at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Archer’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Archer increases the damage of the shot by the base damage dice of the ranged weapon. For instance, if a 7th-level Archer firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this stunt. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Archer only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this stunt with a blunderbuss or other scatter weapon when attacking creatures in a cone. The Archer must spend 1 nerve point to perform this stunt.
Startling Shot: At 7th level, An Archer with least 1 nerve point can spend a standard action to purposely miss a creature that she could normally hit with a ranged weapon attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting: At 7th level, as a full-round action, the Archer can make a single ranged weapon attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This stunt costs 1 nerve point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the Archer’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Bleeding Wound: At 11th level, when the Archer hits a living creature with a ranged weapon attack, she can spend 1 nerve point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the Archer’s Dexterity modifier. Alternatively, the Archer can spend 2 nerve points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (Archer’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Evasive: At 15th level, when the Archer has at least 1 nerve point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her Archer level as her rogue level for improved uncanny dodge.
Menacing Shot: At 15th level, the Archer can spend 1 nerve point, shoot a ranged weapon into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Archer’s level + the Archer’s Wisdom modifier.
Slinger’s Luck: At 15th level, the Archer can spend nerve to reroll a saving throw or a skill check. It costs 2 nerve points to reroll a saving throw, and 1 nerve point to reroll a skill check. The Archer must take the result of the second roll, even if it is lower. The stunt’s cost cannot be reduced by the true nerve class ability, the Signature stunt feat, or any other effect that reduces the amount of nerve a stunt costs.
Cheat Death: At 19th level, whenever the Archer is reduced to 0 or fewer hit points, she can spend all of her remaining nerve points (minimum 1) to instead be reduced to 1 hit point.
Death’s Shot: At 19th level, when the Archer scores a critical hit, she can spend 1 nerve point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the Archer’s level + the Archer’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this stunt does not allow the Archer to regain nerve from confirming a critical hit or making a killing blow.
Stunning Shot: At 19th level, when An Archer hits a creature, she can spend 2 nerve points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the Archer’s level + the Archer’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Combat Style Feat:
At 2nd level, an Archer must select one combat style to pursue. The Archer's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.
The benefits of the Archer's chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her combat style feats when wearing heavy armor. Once an Archer selects a combat style, it cannot be changed.
Archery:
The character can choose from the following list whenever she gains a combat style feat:
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, she adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
Crossbow:
The character can choose from the following list whenever she gains a combat style feat:
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
At 6th level, she adds Crossbow Mastery and Improved Precise Shot to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
Deceptive:
The character can choose from the following list whenever she gains a combat style feat:
Disengaging Feint, Improved Feint, Ranged Feint, and Two-Weapon Feint.
At 6th level, she adds Greater Feint and Misdirection Tactics to the list.
At 10th level, she adds Disengaging Shot and Passing Trick to the list.
Menacing:
The character can choose from the following list whenever she gains a combat style feat:
Dazzling Display, Enforcer, Gory Finish, and Intimidating Prowess.
At 6th level, she adds Martial Dominance and Shatter Defenses to the list.
At 10th level, she adds Dreadful Carnage and Improved Critical to the list.
Mounted Combat:
The character can choose from the following list whenever she gains a combat style feat:
Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.
At 6th level, she adds Mounted Shield and Spirited Charge to the list.
At 10th level, she adds Mounted Skirmisher and Unseat to the list.
Natural Weapon:
The character can choose from the following list whenever she gains a combat style feat:
Aspect of the Beast, Improved Natural Attack, Rending Claws, and Weapon Focus.
At 6th level, she adds Eldritch Claws and Vital Strike to the list.
At 10th level, she adds Multiattack and Improved Vital Strike to the list.
Thrown Weapon:
The character can choose from the following list whenever she gains a combat style feat:
Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting.
At 6th level, she adds Close-Quarters Thrower and False Opening to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
Underhanded:
The character can choose from the following list whenever she gains a combat style feat. If she chooses Combat Expertise, she counts as having 13 Intelligence for the purpose of selecting that feat and others that have Combat Expertise as a prerequisite:
Combat Expertise, Dodge, Improved Dirty Trick, and Improved Steal.
At 6th level, she adds Greater Dirty Trick and Greater Steal to the list.
At 10th level, she adds Quick Dirty Trick and Quick Steal to the list.
Weapon and Shield:
The character can choose from the following list whenever she gains a combat style feat:
Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.
At 6th level, she adds Saving Shield and Shield Master to the list.
At 10th level, she adds Bashing Finish and Greater Shield Focus to the list.
Endurance:
An Archer gains Endurance as a bonus feat at 3rd level.
Harsh conditions or long exertions do not easily tire you. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light armor without becoming fatigued.
Bonus Feat:
At 4th, 8th, 12th, 16th, and 20th level, An Archer gains a bonus feat. The Archer must still meet all prerequisites for a bonus feat, including level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Ranged Aptitude:
Choose Weapon Focus a single time for any ranged weapon. If you have Exotic Weapon Proficiency, you may choose Weapon Focus for an exotic weapon.
Light Weapon Aptitude:
Choose Weapon Focus a single time for any light slashing weapon. If you have Exotic Weapon Proficiency, you may choose Weapon Focus for an exotic weapon.
Medium Armor:
At 8th level, An Archer gains proficiency with medium armor. An Archer can cast Archer spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other spellcaster, an Archer wearing heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component.
Evasion:
When she reaches 9th level, An Archer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Archer is wearing light armor, medium armor, or no armor. A helpless Archer does not gain the benefit of evasion.
Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Accuracy:
At 11th level, an Archer halves all range increment penalties when making ranged attacks with a bow or crossbow.
Close The Gap:
Each round, at the start of her turn, the Archer can designate one foe within 20 feet that isn't adjacent to him. When she moves, she doesn't provoke attacks of opportunity from that foe as long as she ends her move adjacent to that foe. If she charges that foe, she does not take the –2 penalty to her AC on any attacks made by the designated foe.
Improved Evasion:
This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Greater Ranged Aptitude:
Choose Greater Weapon Focus a single time for any ranged weapon. If you have Exotic Weapon Proficiency, you may choose Greater Weapon Focus for an exotic weapon.
Uncanny Strike:
At 4th level the Archer may ignore an opponent's Uncanny Dodge benefits as long as she has at least two more levels in rogue than her target has in class levels that grant her Uncanny Dodge. In addition, the Archer treats her rogue level as two levels higher to overcome Improved Uncanny Dodge.
True Nerve:
At 20th level, an Archer picks two deeds that she has access to and that she must spend nerve to perform. She can perform these deeds for 1 nerve point fewer (minimum 0) than usual. If the number of nerve points to perform a deed is reduced to 0, the Archer can perform this deed as long as she has at least 1 nerve point. If a deed could already be performed as long as she had at least 1 nerve point, she can now perform that deed even when she has no nerve points.
Class Archetypes:
Currently none.
Spell List:
Level 0
Restoration
Guidance, Resistance, Stabilize
Level 1
Restoration
Bless, Expeditious Retreat, Longstrider
Level 2
Restoration
Cat's Grace, Cure Light Wounds, Fox's Cunning
Level 3
Restoration
Cure Moderate Wounds, Good Hope, Haste
Level 4
Restoration
Freedom of Movement, Glibness, Remove Blindness/Deafness
Level 5
Restoration
Death Ward, Mass Cure Light Wounds, Righteous Might
Level 6
Restoration
Mass Cat's Grace, Mass Fox's Cunning
Level 7
Restoration
Heal
Level 8
Restoration
Mass Heal
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As always, feel free to use any of this content in any campaigns you run!
Disclaimers:
If I come up with anymore ideas, or certain aspects of it need to be changed for balance purposes, this submission itself will be altered. Changes or additions will be marked as such, for convenience.
Any lore or mechanics-based disputes, questions, or otherwise may be presented to me via notes. I check notes regularly, but I will likely miss many questions or disputes if they are in the comments section below this submission.
I do not own any of this content, nor do I claim to own any of this content. All Pathfinder content utilized in this submission is property of Paizo Publishing, though some 3rd party content is also used throughout.
All Elder Scrolls-related content utilized in this project is property of Bethesda Softworks.
Everything I post related to ESPA should be considered nothing more than 3rd party content, and highly unofficial in all ways.
Description and role information borrowed from Unofficial Elder Scrolls Pages and Elder Scrolls Wikia, and will change if requested.
Elder Scrolls lore utilized in this project is promised to be as accurate as possible, but many adaptations and ports I must create for this project to operate properly must be fabricated from little to no mechanical/statistical information, by no fault of Paizo Publishing or Bethesda Softworks.
Main sources of lore and mechanical/statistical information include Unofficial Elder Scrolls Pages and Elder Scrolls Wikia.
I'm just a simple fan of both Pathfinder and Elder Scrolls, and wished to put my creative skills to the test combining them together.
Another area that slows us down is the spell slots and spells known tables. I do all of that myself, and it's a bit of trouble trying to sync those with each other in a fair way, depending on a lot of factors, and also syncing it to a class' own personal spell list. For now, I'm only using Pathfinder spells, because they seem to pretty much cover everything Elder Scrolls spells do, with the exception of a few like summoning weapons and armor. When the time comes, I will add any spells from Elder Scrolls that do things spells from Pathfinder don't. And then, I'll be renaming every spell in Pathfinder that matches the effect of spells from Elder Scrolls. My main source of mechanical and statistical Elder Scrolls information comes from Morrowind.
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Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
Archers are the marksmen of Tamriel, adept at combat over great distances. Archers are able to take down most foes before they have a chance to draw their sword. Archers typically wear light armor and can use any weapon, although their weapons of choice tend to be the long bow and the short bow. Needing both hands for utilizing their weapons of choice, archers rarely carry shields. A high agility ensures accuracy in delivering their arrows, and a high strength ensures maximum penetration.
Role: Though good all-round light skirmishers, unsurprisingly it is the bow that defines the Archer class. Marksman is their primary offensive skill, and with no specialty in Block and only wearing Light Armor, they will want to make full use of it to kill or soften up enemies at range.
Alignment: Any
Hit Die: 1d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Stealth (Dex), Swim (Str)
Skill Ranks Per Level: 4 + intelligence modifier
Starting Wealth:
3d6 x 10 or 105 gp
Table: Archer
(Table available in downloaded version.)
Spells Known:
(Table available in downloaded version.)
Class Features:
Weapons and Armor:
An Archer is proficient with all simple and martial ranged weapons, all simple and martial light swords, shields, and light armor.
Studied Target:
An Archer can study an opponent she can see as a move action. The Archer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of Archer class abilities against that opponent increase by 1. An Archer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the Archer studies a new target.
Nerve:
An Archer makes her mark upon the world with daring stunts and mastery over all things ranged. All Archers have nerve. In game terms, nerve is a fluctuating measure of an Archer’s ability to perform amazing actions in combat. At the start of each day, an Archer gains a number of nerve points equal to her Wisdom modifier (minimum 1). Her nerve goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. An Archer spends nerve to accomplish stunts(see below), and regains nerve in the following ways.
Critical Hit with a ranged weapon: Each time the Archer confirms a critical hit with a ranged weapon attack while in the heat of combat, she regains 1 nerve point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Archer's character level does not restore nerve.
Killing Blow with a ranged weapon: When the Archer reduces a creature to 0 or fewer hit points with a ranged weapon attack while in the heat of combat, she regains 1 nerve point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Archer's character level to 0 or fewer hit points does not restore any nerve.
Stunts:
Archers spend nerve points to accomplish stunts. Most stunts grant the Archer some momentary bonus or effect, but there are some that provide longer-lasting effects. Some stunts stay in effect as long as the Archer has at least 1 nerve point. The following is the list of base Archer stunts. An Archer can only perform stunts of her level or lower. Unless otherwise noted, a stunt can be performed multiple successive times, as long as the appropriate amount of nerve is spent to perform the stunt.
Deadeye: At 1st level, the Archer can resolve an attack against touch AC instead of normal AC when firing beyond her ranged weapon’s first range increment. Performing this stunt costs 1 nerve point per range increment beyond the first. The Archer still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this stunt.
Archer’s Dodge: At 1st level, the Archer gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the Archer, she can spend 1 nerve point to move 5 feet as an immediate action; doing so grants the Archer a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the Archer can drop prone to gain a +4 bonus to AC against the triggering attack. The Archer can only perform this stunt while wearing medium or light armor, and while carrying no more than a light load.
Archer Initiative: At 3rd level, as long as the Archer has at least 1 nerve point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the ranged weapon is not hidden, she can draw a single ranged weapon as part of the initiative check.
Utility Shot: At 3rd level, if the Archer has at least 1 nerve point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a ranged weapon, but the Archer must declare the utility shot she is using before firing the shot.
Blast Lock: The Archer makes an attack roll against a lock within the first range increment of her ranged weapon. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this stunt, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The Archer makes an attack roll against a Tiny or smaller unattended object within the first range increment of her ranged weapon. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the Archer does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The Archer makes a ranged weapon attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The Archer does not have to make an attack roll when performing the stunt in this way; she can instead shoot the ranged weapon into the air, but that shot still uses up ammunition normally.
Dead Shot: At 7th level, as a full-round action, the Archer can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the ranged weapon at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Archer’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Archer increases the damage of the shot by the base damage dice of the ranged weapon. For instance, if a 7th-level Archer firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this stunt. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Archer only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this stunt with a blunderbuss or other scatter weapon when attacking creatures in a cone. The Archer must spend 1 nerve point to perform this stunt.
Startling Shot: At 7th level, An Archer with least 1 nerve point can spend a standard action to purposely miss a creature that she could normally hit with a ranged weapon attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting: At 7th level, as a full-round action, the Archer can make a single ranged weapon attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This stunt costs 1 nerve point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the Archer’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Bleeding Wound: At 11th level, when the Archer hits a living creature with a ranged weapon attack, she can spend 1 nerve point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the Archer’s Dexterity modifier. Alternatively, the Archer can spend 2 nerve points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (Archer’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Evasive: At 15th level, when the Archer has at least 1 nerve point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her Archer level as her rogue level for improved uncanny dodge.
Menacing Shot: At 15th level, the Archer can spend 1 nerve point, shoot a ranged weapon into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Archer’s level + the Archer’s Wisdom modifier.
Slinger’s Luck: At 15th level, the Archer can spend nerve to reroll a saving throw or a skill check. It costs 2 nerve points to reroll a saving throw, and 1 nerve point to reroll a skill check. The Archer must take the result of the second roll, even if it is lower. The stunt’s cost cannot be reduced by the true nerve class ability, the Signature stunt feat, or any other effect that reduces the amount of nerve a stunt costs.
Cheat Death: At 19th level, whenever the Archer is reduced to 0 or fewer hit points, she can spend all of her remaining nerve points (minimum 1) to instead be reduced to 1 hit point.
Death’s Shot: At 19th level, when the Archer scores a critical hit, she can spend 1 nerve point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the Archer’s level + the Archer’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this stunt does not allow the Archer to regain nerve from confirming a critical hit or making a killing blow.
Stunning Shot: At 19th level, when An Archer hits a creature, she can spend 2 nerve points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the Archer’s level + the Archer’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Combat Style Feat:
At 2nd level, an Archer must select one combat style to pursue. The Archer's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.
The benefits of the Archer's chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her combat style feats when wearing heavy armor. Once an Archer selects a combat style, it cannot be changed.
Archery:
The character can choose from the following list whenever she gains a combat style feat:
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, she adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
Crossbow:
The character can choose from the following list whenever she gains a combat style feat:
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
At 6th level, she adds Crossbow Mastery and Improved Precise Shot to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
Deceptive:
The character can choose from the following list whenever she gains a combat style feat:
Disengaging Feint, Improved Feint, Ranged Feint, and Two-Weapon Feint.
At 6th level, she adds Greater Feint and Misdirection Tactics to the list.
At 10th level, she adds Disengaging Shot and Passing Trick to the list.
Menacing:
The character can choose from the following list whenever she gains a combat style feat:
Dazzling Display, Enforcer, Gory Finish, and Intimidating Prowess.
At 6th level, she adds Martial Dominance and Shatter Defenses to the list.
At 10th level, she adds Dreadful Carnage and Improved Critical to the list.
Mounted Combat:
The character can choose from the following list whenever she gains a combat style feat:
Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.
At 6th level, she adds Mounted Shield and Spirited Charge to the list.
At 10th level, she adds Mounted Skirmisher and Unseat to the list.
Natural Weapon:
The character can choose from the following list whenever she gains a combat style feat:
Aspect of the Beast, Improved Natural Attack, Rending Claws, and Weapon Focus.
At 6th level, she adds Eldritch Claws and Vital Strike to the list.
At 10th level, she adds Multiattack and Improved Vital Strike to the list.
Thrown Weapon:
The character can choose from the following list whenever she gains a combat style feat:
Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting.
At 6th level, she adds Close-Quarters Thrower and False Opening to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
Underhanded:
The character can choose from the following list whenever she gains a combat style feat. If she chooses Combat Expertise, she counts as having 13 Intelligence for the purpose of selecting that feat and others that have Combat Expertise as a prerequisite:
Combat Expertise, Dodge, Improved Dirty Trick, and Improved Steal.
At 6th level, she adds Greater Dirty Trick and Greater Steal to the list.
At 10th level, she adds Quick Dirty Trick and Quick Steal to the list.
Weapon and Shield:
The character can choose from the following list whenever she gains a combat style feat:
Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.
At 6th level, she adds Saving Shield and Shield Master to the list.
At 10th level, she adds Bashing Finish and Greater Shield Focus to the list.
Endurance:
An Archer gains Endurance as a bonus feat at 3rd level.
Harsh conditions or long exertions do not easily tire you. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light armor without becoming fatigued.
Bonus Feat:
At 4th, 8th, 12th, 16th, and 20th level, An Archer gains a bonus feat. The Archer must still meet all prerequisites for a bonus feat, including level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Ranged Aptitude:
Choose Weapon Focus a single time for any ranged weapon. If you have Exotic Weapon Proficiency, you may choose Weapon Focus for an exotic weapon.
Light Weapon Aptitude:
Choose Weapon Focus a single time for any light slashing weapon. If you have Exotic Weapon Proficiency, you may choose Weapon Focus for an exotic weapon.
Medium Armor:
At 8th level, An Archer gains proficiency with medium armor. An Archer can cast Archer spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other spellcaster, an Archer wearing heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component.
Evasion:
When she reaches 9th level, An Archer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Archer is wearing light armor, medium armor, or no armor. A helpless Archer does not gain the benefit of evasion.
Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Accuracy:
At 11th level, an Archer halves all range increment penalties when making ranged attacks with a bow or crossbow.
Close The Gap:
Each round, at the start of her turn, the Archer can designate one foe within 20 feet that isn't adjacent to him. When she moves, she doesn't provoke attacks of opportunity from that foe as long as she ends her move adjacent to that foe. If she charges that foe, she does not take the –2 penalty to her AC on any attacks made by the designated foe.
Improved Evasion:
This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Greater Ranged Aptitude:
Choose Greater Weapon Focus a single time for any ranged weapon. If you have Exotic Weapon Proficiency, you may choose Greater Weapon Focus for an exotic weapon.
Uncanny Strike:
At 4th level the Archer may ignore an opponent's Uncanny Dodge benefits as long as she has at least two more levels in rogue than her target has in class levels that grant her Uncanny Dodge. In addition, the Archer treats her rogue level as two levels higher to overcome Improved Uncanny Dodge.
True Nerve:
At 20th level, an Archer picks two deeds that she has access to and that she must spend nerve to perform. She can perform these deeds for 1 nerve point fewer (minimum 0) than usual. If the number of nerve points to perform a deed is reduced to 0, the Archer can perform this deed as long as she has at least 1 nerve point. If a deed could already be performed as long as she had at least 1 nerve point, she can now perform that deed even when she has no nerve points.
Class Archetypes:
Currently none.
Spell List:
Level 0
Restoration
Guidance, Resistance, Stabilize
Level 1
Restoration
Bless, Expeditious Retreat, Longstrider
Level 2
Restoration
Cat's Grace, Cure Light Wounds, Fox's Cunning
Level 3
Restoration
Cure Moderate Wounds, Good Hope, Haste
Level 4
Restoration
Freedom of Movement, Glibness, Remove Blindness/Deafness
Level 5
Restoration
Death Ward, Mass Cure Light Wounds, Righteous Might
Level 6
Restoration
Mass Cat's Grace, Mass Fox's Cunning
Level 7
Restoration
Heal
Level 8
Restoration
Mass Heal
- - - - -
As always, feel free to use any of this content in any campaigns you run!
Disclaimers:
If I come up with anymore ideas, or certain aspects of it need to be changed for balance purposes, this submission itself will be altered. Changes or additions will be marked as such, for convenience.
Any lore or mechanics-based disputes, questions, or otherwise may be presented to me via notes. I check notes regularly, but I will likely miss many questions or disputes if they are in the comments section below this submission.
I do not own any of this content, nor do I claim to own any of this content. All Pathfinder content utilized in this submission is property of Paizo Publishing, though some 3rd party content is also used throughout.
All Elder Scrolls-related content utilized in this project is property of Bethesda Softworks.
Everything I post related to ESPA should be considered nothing more than 3rd party content, and highly unofficial in all ways.
Description and role information borrowed from Unofficial Elder Scrolls Pages and Elder Scrolls Wikia, and will change if requested.
Elder Scrolls lore utilized in this project is promised to be as accurate as possible, but many adaptations and ports I must create for this project to operate properly must be fabricated from little to no mechanical/statistical information, by no fault of Paizo Publishing or Bethesda Softworks.
Main sources of lore and mechanical/statistical information include Unofficial Elder Scrolls Pages and Elder Scrolls Wikia.
I'm just a simple fan of both Pathfinder and Elder Scrolls, and wished to put my creative skills to the test combining them together.
Category Story / Fanart
Species Unspecified / Any
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File Size 52.3 kB
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