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Path of the Bow

This is the path of the Bow. Characters with this path were trained or learned to use a bow in ways no other could. This path focuses on rapid fire attacks and suppressing the enemy from a range while still preventing friendly fire (when possible).

Key Skills

Upon purchasing the Path of The Bow, you gain the following Key Skills

Perception Knowledge (Engineering) Knowledge (Geography) Athletics Survival

Idle Hands

  • Requirements: Knowledge Survival 1, 5 EXP

You were taught to always stay busy. You passively generate up to 10 arrows an hour while traveling, resting, or during downtime. You may spend resources to craft special arrows but you must be able to make the appropriate craft check (or use survival in place of craft only for arrows). If you do not use any resources it is assumed you are making “phantom” arrows. These unique arrows cannot be used by anyone except the character who crafted them and always break when fired.

Volley Trail

Point Blank Shot

  • Requirements: BaB 1, Survival 3, 5 EXP

This Talent provides you with a +1 on attacks and damage with bows when attacking a target within 30 feet of you.

Flurry of Shots

  • Requirements: Point Blank Shot, BaB 3, Survival 5, 25 EXP

When making a full attack action with a bow, you may take a -2 on all attack rolls for the remainder of the round to make one additional attack using your highest base attack bonus (the -2 still applies to this attack).

Instant Targeting (Ex)

  • Requirements: Point Blank Shot, WIS 14, BaB +1, Perception 3, 10 EXP

When firing into melee you may ignore the -4 on ranged attacks when using a bow.

Target Acquisitioning

  • Requirements: Flurry of Shots, Instant Targeting, BaB +5, Survival 5, Perception 5, 20 EXP

When taking a standard action to attack with a bow, you may select a primary target for that attack. If the primary attack hits the target, you may get a free attack roll against any adjacent target (this may continue as long as you successfully hit, but the new target must be adjacent to the primary target, and no more then one free attack roll may occur against the same target in that turn).

This Talent has a range increment of 30ft. Normal range penalties apply for attacking targets outside of that range.

Hammer the Opening

  • Requirements: Flurry of Shots, BaB +3, Survival 5, 10 EXP

When making multiple attacks against a single target with a bow, you may spend 1 TP for each successful attack roll to treat them as a single attack after damage is calculated.

Arrow Storm

When using Flurry of Shots, you may spend 1 TP to make an additional attack at your highest BaB bonus. You may activate this ability more than once per turn, but the TP cost increases; each additional attack costs TP equal to the number of additional attacks. You may make a number of additional attacks equal to your BaB each turn.

Example: Rachel the Ranger wishes to make three additional attacks using Arrow Storm. The first attack costs 1 TP, the second attack costs 2 TP, and the third attack costs 3 TP, for a total cost of 6 TP.

Volley

You may spend TP to make an attack with a bow against every target in a specific diameter as a full round action (see below table). This attack cannot critically hit, and resolves against every target as a single attack.

You may spend a Hero Point if a roll threatens a critical to select one hit target to treat as a critical threat. The attack must still be confirmed, and only applies to the target selected after threatening the critical. If the critical does not confirm, the Hero Point is refunded, and the GM may freely mock the player's arrogance.

Table: Volley Diameter

TP Cost Square Size
1 10 ft. x 10 ft.
2 15 ft. x 15 ft.
4 20 ft. x 20 ft.
6 25 ft. x 25 ft.
9 30 ft. x 30 ft.

Versatile Volley

  • Requirements: Volley, BaB + 6, Perception 8 ranks, 10 EXP

When using Volley, you may “shape” the squares in any way you’d like as long as each 5ft by 5ft square selected is adjacent to at least one other targeted square, and no two selected squares are more than 30ft apart. You may only select spaces to target up to the total number of squares volley can hit.

Example: If Bob the Bowman spends 1 TP to target a 10ft by 10ft square, he could alter that area to instead be 4 squares in a line (or other contiguous pattern). If more than one creature is sharing a square, both creatures will be struck independently.

Storm Volley

You may use Flurry of Shots in combination with Volley, giving you two volleys in matching patterns, but only paying for Volley once. You may use Versatile Volley with this ability as if it were Volley, but both patterns must remain the same shape.

Two for One

Whenever you make an attack with a bow, you may fire two arrows at once. If the attack hits, treat it as if two separate but identical attacks hit when rolling damage. This will not apply single-use or “one-off” damage, such as using an ability that increases the next attack's damage by +2, to both attacks - only the first. If the attack is a critical then only the first shot applies critical damage. However, this would retain any bonuses to hit for both shots, as they resolve as a single attack. This ability cannot be used in conjunction with Volley.

Hail of Arrows

When using Volley, Storm Volley, or Versatile Volley, you may apply Two for One as well.

The Snapshot’s Trail

Defensive Stance (Stance)

When in Defensive Stance your bow’s range increment lowers to 30 ft. You no longer provoke attacks of opportunity when attacking with a bow. This ability is a Combat Stance.

Snap Shot

  • Requirements: Defensive Stance, BaB +3, Perception 5, 15 EXP

When in Defensive Stance, you may treat any ranged attack with a bow as a melee weapon you are holding for the purposes of making Attacks of Opportunity. You threaten at a reach of 5 ft., and attacks are resolved by firing an arrow as per normal.

Back off!

  • Requirements: Snap Shot, BaB +3, Perception 5, 5 EXP

When using Snap Shot to attack an adjacent enemy, instead of firing an arrow you bash the target with the bow. This counts as a normal attack with the bow, using all normal bonuses and penalties. If the attack hits, instead of dealing damage, you may push the target back 5 ft. (this means if a target has 3 valid squares they can be pushed into if they are medium). You may select which square your target is moved to. This movement can never cause the enemy to provoke an AoO, as it is an involuntary movement. However, this forced movement doesn’t spend any of the targets remaining movement, so they may still provoke more attacks as their turn continues, if done as part of a AoO.

And Stay back!

  • Requirements: Back off!, BaB +5, Perception 7, 15 EXP

When you successfully use Back Off to push a target backwards, you may also deal damage as if they were struck with an attack from your bow, as you fire a parting shot into the newly departed foe (Or friend). The target takes a -2 on attack rolls against you for 1 round + 1 additional round for every 5 by which you beat their AC with the initial use of Back Off.

Improved Snap Shot

  • Requirements: Snap Shot, BaB +5, Perception 7, 15 EXP

You now threaten an additional 5 ft. with your bow for a new total of 10 ft. This Talent does not increase the range which you can use Back off!.

Distant Defense

  • Requirements: Defensive Stance, BaB +7, Perception 7, 5 EXP

When in Defensive Stance, your bow range increment is treated as 60 ft.

Greater Snap Shot

  • Requirements: Snap Shot, BaB +9, Perception 12, 20 EXP

You now threaten an additional 5 ft. of distance with your bow, for a new total of 15 ft. This Talent does not increase the range which you can use Back off!.

Toxophile

  • Requirements: Snap Shot, BaB +6, Perception 8, 15 EXP

By spending 1 TP, you may parry incoming ranged attacks using your bow (and arrows!) as an AoO against the projectile. Each square a projectile moves through within your range provokes an additional AoO (meaning that projectiles provoke on every square you threaten). If you are able to apply the broken condition to the projectile, the attack fails, regardless of the attacker's roll. This does not work on most magic, such as rays, unless the magic is physical, or you have a unique property on your arrows. The GM has final say on whether a spell qualifies as a valid target for this ability, and is fully responsible for determining the HP and hardness of spell projectiles, if applicable.

Additionally, you ignore 5 points of object hardness when firing arrows.