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Guerilla - Archer Archetype
#1
The Guerilla is an Archer archetype available to any Lawful characters.

The Guerilla is a formiddle foe, that follows a strict code of honor, even in the lowest ranks of assasins. The Guerilla specializes in dealing death from afar, without revealing her position. While not as adept from extreme ranges, up close the Guerilla is still very capable. Poisons and traps are not unfamiliar to the bowsassin, and often see use among their type.

Skills: The Guerilla replaces the Heal skill with Use Magic Device, and replaces Knowledge(Geography) with Disable Device.

Limit Break: Ultima Shot - The Guerilla Focuses all her being into a single shot, causing a massive blast of energy on the point of impact. The Guerilla makes a ranged attack at her Highest BAB on a single enemy, at a range upto 1 increment farther than her bow allows at no penalty, if it hits, it deals Bow Damage + 2d6 Non-Elemental Damage + 2d6 damage ,and an additional 2d6 per 4 Guerilla Levels, to the target and all enemies in a 20ft radius around the target DC 10+Guerilla levels+Dex Mod Reflex save for half damage on additional enemies. If the Guerilla Misses the attack, the target and everything in a 10ft radius around the target, takes the minimum possible bonus damage. (Like splash damage) This limit break replaces hail of arrows.

Poison Use(Ex): Beginning at 2nd level, Guerilla are trained in the use of poison and cannot accidentally poison themselves when applying poison to ammunition (see Poison). (This ability replaces Hawkeye.)

Sneaky Shot(Ex): Beginning at 3rd level, when the Guerilla makes a ranged attack with a bow while stealthed, she may add her Dexterity Mod to her damage. (This ability replaces Deadshot)

Expert Sneak(Ex):Beginning at 4th level, the Guerilla adds half of her Guerilla level to Stealth checks. Guerilla may move at their normal speed while stealthed without penalties. This ability can only be used while the Guerilla is wearing light armor. (This ability replaces High Ground)

Ague(Su):Once per day at 6th Level, the Guerilla can make a single ranged attack with a bow at her Highest Attack Bonus. If the attack hits, the target takes damage as normal, and must roll a Reflex Save DC (10+Half Guerilla Level + Dex Mod) or be afflicted with the "Slow" Status for 1d4 Rounds. The Guerilla can use this ability 1 additional time per day at 12th Level, and one more at 18th Level. (This ability replaces Fast Movement)

Improved Sneaky Shot(Ex): At 7th level, the Guerilla now adds her Dex Mod to her damage when using a bow against any target within 30ft. She doubles this bonus when attacking from stealth. (This ability replaces Improved Deadshot)

Assasinate(Su):At 9th level, if a Guerilla studies his victim for 3 rounds and then makes a ranged attack witha bow that deals her Precision Shot damage, has the additional effect of possibly either paralyzing or killing the target (Guerilla's choice). Studying the victim is a standard action. The assasination fails if the target detects the Guerilla or recognizes the Guerilla as an enemy (although the attack might still be a Precision Shot if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + half the Guerilla's class level + the Guerilla's Wis modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Guerilla. If the victim's saving throw succeeds, the attack is just a normal Precision Shot. Once the Guerilla has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. (This ability replaces Safe Shot)

Deadly Range(Ex): At 13th level, the Guerilla increases the range at which she can apply Precision Shot to 40ft. This becomes 50ft at 17th Level. (This ability replaces Evasive Archer)

Hunter Tricks: The Guerilla adds these Hunter Tricks to her list of selectable hunter tricks.

Addle: As an immediate action when the Guerilla deals precision damage, the Bowsassin can attempt to disorient the target, making them unable to use Supernatural Abilities for 1 round. Will Save to Negate (DC 10+1/2 Guerilla Level+Wis Mod)

Aphonia: As a free action, the next attack the Guerilla makes from stealth can Silence the target for 1 round, disallowing spell casting. Will Save to Negate (DC 10+1/2 Guerilla Level+Wis Mod)

Fade: As an immediate action, when the Guerilla takes damage froma ranged attack, she may vanish (As if under the effect of the Vanish spell). This effect lasts as long as the Guerilla does not move or perform any other action. Attacking out of this ability does not count as attacking from Stealth.

Mirage: After attacking out of stealth, as a move action, the Guerilla can use this trick to attempt to return to her concealment. She must make a new Stealth Check at a -10 penalty instead of the normal -20.

Pin-point Poison:When the Guerilla makes an attack using ammunition coated in any type of poison, the Bowsassin can use this trick to force the target to forgo the Save to negate the effect, at the cost of the poison only lasting half it's normal duration. This trick can not be used with poisons that cause Death or K.O. effects.

Proliferate: As a free action, the Guerilla can empower the next poison she uses on a single attack, doubling any numeric components of the poison for a number of rounds equal to her Wis Mod. (Ex. Poison that deals 1d6 per round would deal 2d6 Per round. A poison that deals 1 ability damage would deal 2 ability damage instead.)

Nimble Feet: If the Guerilla springs a trap, she can, as an immediate action, Roll a DC 25 Reflex Save. If she passes the save the trap acts as if it has not been sprung, and she takes a -5 Penalty to Disable Device checks for that trap. If she fails the save the trap is sprung and she may not make a save for the trap effect.


Reasons for making this archetype: The assasin archetype for theif made me sad, its cool, but the assasin from FFTA had many bow skills, as well as Katana abilities. This and the archer only has 2 archetypes, trying to show some love to the archer.

Second Reason is that one of my players wanted a more assasiny flavor for his character and Sniper just wasnt cutting it.
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#2
One: Bowsassin just doesn't roll off the tongue. Maybe "Deadshot" would sound better. Two: any more tricks for it? Increasing poison Dx or etcetera

"The life of a Blue Mage is one of agony, and ecstasy. The ability to harness the destruction that mauled you, is like none other." - TFM, Blue Mage Extraordinaire of FFd20
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