The Warrior

Hit Point Rate: 7

Class Skills: Athletics, Craft, Endurance, Gather Information, Intimidate, Investigation, Knowledge (Any monster related), Knowledge (geography), Knowledge (nobility and royalty), Perception, Profession, Ride

Skill Points: 2 + Int per level

Proficiencies: A warrior is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with all simple and martial weapons and three exotic weapons of his choice.

Level BAB Fort Will Ref Class Features Archetype Features Racial & Background Features
1 +2 +2 0 0 Opportunist, Battle Cunning, War Stories Initial Archetype Power Origin Feat, Racial Features
2 +3 +3 +1 +1 Second Iterative Attack Lesser Archetype Power Lesser Racial Power
3 +4 +4 +2 +2 Great Maneuvers - -
4 +5 +5 +3 +3 Hard to get Down Moderate Archetype Power Moderate Racial Power
5 +6 +6 +4 +4 Third Iterative Attack, Fancy Footwork - -
6 +7 +7 +5 +5 Ultimate Champion Greater Archetype Power Greater Racial Power

Class Features

Level 1

Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.

Archetype Feature: Select your archetype and receive their basic features.

Opportunist : You may perform attacks of opportunity, when an enemy within your threat range is using a standard, move or full-round action except an attack action, special attack actions such as righteous smite, full defense action, or touch that is targeting specifically you. Movement into your first space of threatened area does not trigger this ability.

Abilities, that explicitly state that they do not provoke attacks of opportunity from creatures that have same or higher level, do not trigger this ability.

Battle Cunning : The Warrior receives half his level to attack rolls. They may add half of one ability modifier that is not used for attack rolls to damage. You may choose whether the bonus damage is heavy or precision.

Furthermore, bonuses to the damage die from feats are treated as weapon damage, e.g., they are multiplied on critical hits.

War Stories : You receive a special knowledge about general and specific monsters. Whenever you may perform a special knowledge check to find out about a creatures story, abilities and weaknesses, you receive a bonus equal to half your highest attribute. That bonus represents your experience.

Level 2

Racial Feature: Lesser Power available

Archetype Feature: Lesser Power available

Second Iterative Attack : As a full-attack action, you may make two attacks. Both attacks take a -2 penalty to attack rolls.

Level 3

Great Maneuvers : The warrior learns some great maneuvers that can be used when fighting with specific weapons:

Sweeping Strikes (Two-handed Melee Slashing / Bludgeoning): When performing an attack, you can also attack an adjacent opponent at the same time, thought only one of those attacks can trigger a cleave or similar effects. This feature does not work with whirlwind attack feat. When you use the whirlwind attack feat, you may still receive bonus attacks through cleave, that are improved by this class feature.

Skewering Charge (Two-handed Melee Piercing): When performing a charge, you may run through spaces that are occupied by movable objects as creatures. Creatures that are up to one size category larger than you may step aside or must succeed a fortitude saving throw to not be thrown aside and fall prone. Objects can be pushed aside with a successful athletics check. When your movement ends for some reason, you can finish the charge by attacking the creature that blocked you. For creatures that are at least two size categories larger, you simply run beneath their feet/whatever. You do not provoke no attacks of opportunity when charging not even for the power lunge feat. Furthermore, your damage is maximized while charging.

Gemini Attack (Two Melee Weapons): When you attack an enemy with both your primary and your offhand, roll those attacks in pairs. If both attacks of that pair hit, the enemy may apply his damage reduction only once.

Offensive Defense (Free Offhand Fighting): You may compute your armor class as 10 + base attack bonus + primary attacking attribute + (unnamed, dodge, inherent, insight, competence bonuses to AC or AR). You may use the combat expertise feat to lower your armor class versus for a bonus to attack rolls.

Steady Aim (Ranged Weapons): If you choose to only attack the same foe with all your attacks, roll one more d20 than you have attacks and remove the worst.

Iterative Bashes (Weapon and Shield): You gain iterative attacks when using shield bashes.

Level 4

Racial Feature: Moderate Power available

Archetype Feature: Moderate Power available

Hard to get Down : A warrior gains +4 on constitution checks, saves versus combat maneuvers, critical hit confirm rolls and saves versus fear. He is not fatigued if he rested for at least four hours and gets twice his level as bonus negative maximal hit points.

Furthermore, he receives half his constitution modifier as bonus to natural armor class.

Level 5

Third Iterative Attack : As a full-attack action, you may make three attacks. All three attacks take a -4 penalty to attack rolls.

Fancy Footwork : The warrior may take an extra 1.5m step each round as an swift action. In addition, whenever taking a 1.5m step, he may move 3m instead. Furthermore, you may take 1.5m steps between your attacks when doing a full-round attack action.

Furthermore, you do not provoke any attacks of opportunity.

Level 6

Archetype Feature: Greater Power available

Racial Feature: Greater Power available

Ultimate Champion : Once per day, the warrior may make use of one of the three following abilities:

Shake It Off: As an immediate action, the warrior may remove one of the following conditions from himself, even if the condition would prevent him from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear. Upon using this ability the warrior also heals his level + his constitution modifier.

Riddle of Steel: As a swift action, the warrior may make a full-attack, even if he has already performed one that turn. He may take an additional 1.5m and select new targets as normal.

Against all odds: As a swift action, the warrior gains damage reduction 20/- until the start of his next turn.

Specific advancement

Feats: Awesome Footwork, Battle Clarity, Epic Battle Clarity, Epic Leading With Strong Hands, Extra Favored Weapon, Last Will, Leading With Strong Hands, Warriors Arsenal

Archetypes

Archetypes

Blademaster Butcher Deathbringer Dragon Warrior Eldritch Knight Eternal Warrior Fighter Gladiator Juggernaut Marshal Master At Arms Renegade Strained Marksman

Blademaster

All of his archetype abilities only work with bladed weapons (as swords and axes) that have to be wield with two hands.

Initial Archetype Power (Level 1): A Blademaster receives stealth as a class skill, but does not receive heavy armor proficiency.

When an opponent fails to perceive the Blademaster at the start of the blademasters turn, the blademaster may move and attack as a standard action or perform a charge without losing any benefits he would normally get for not being seen by the target of the charge. We will refer to such an attack as, ambush. After performing the attack or when he is interrupted by any means he becomes visible as normal.

You receive powerful charge as a bonus feat.

Lesser Archetype Power (Level 2):

When performing an ambush the blademaster deals 1d6 points of bonus damage per level.

The Blademasters increases their critcal threat range by 2 if their weapons base critical multiplier is 2 and by 1 otherwise. (apply this last)

Moderate Archetype Power (Level 4): The blademaster may move at any speed while using stealth without a penalty for movement.

When the blademaster performs an ambush, all damage is multiplied on a critical hit.

Greater Archetype Power (Level 6): The blademaster receives +2 to reflex saving throw.

The blademaster increases their critical multiplier by 1 if their weapons base critical multiplier is 2 and by 2 otherwise.

Progression Options

Feats: Megablade, Wind Walk

Classes: Warrior

Butcher

Initial Archetype Power (Level 1): The butcher can accumulate butchery points. At the start of an encounter you have 0 butchery points. At the end of each turn, you receive:

  • One butchery point if the butcher shed blood (successfully deal weapon damage).
  • One butchery point if the butcher dropped one or more opponents using melee weapon attacks.
The maximum number of butchery points is equal to 3 + half the butchers class level. For each butchery point the butcher receives one points of bonus melee weapon damage.

The HPR of the butcher increase to 7.

Lesser Archetype Power (Level 2): The butcher is proficient and receives +2 on attack rolls with typical butcher weapons as the grappling hook and all kinds of axes. The butcher receives the power attack and the cleave feat.

Moderate Archetype Power (Level 4): Whenever the butcher drops a foe unconscious he receive temporary hitpoints equal to his level + strength modifier. These temporary hitpoints last until the end of the encounter.

After dropping an opponent unconscious the butcher gains an move action which may be used immediately.

Greater Archetype Power (Level 6): For every four butchery points the butcher receives a single additional attack at full-attack bonus, which can be performed once per turn during the butchers action.

Additionally, the bonus damage from the butchery points increases to two per point.

Progression Options

Feats: Blood Rush, Crazed, Dirty Cleave, Double Cleave, Epic Butchery, Improved Butchery, Last Man Standing

Classes: Scoundrel, Scout, Warrior

Deathbringer

Initial Archetype Power (Level 1): A Deathbringer has heavy armor and exotic armor proficiency. They receives the power attack and cleave feat.

Lesser Archetype Power (Level 2): The Deathbringer receive a +2 DC to the Demoralize and Goad combat maneuvers and +4 on intimidate checks.

The deathbringer may charge 3x their movement speed and when charging the Deathbringer receives +2 on attack rolls and half their armor bonus as bonus heavy damage to weapon attacks until the end of their turn.

Moderate Archetype Power (Level 4): When an enemy gets bloodied the deathbringer gets a cleave attack.

A deathbringer receives his warrior level points of armor bonus.

Greater Archetype Power (Level 6): A deathbringer retaliates melee attacks with armor spikes. These spikes deal the Deathbringers armor bonus + the deathbringers strength modifier points of piercing damage against every attempted attack that is either performed with a natural weapon or from an adjacent square.

The deathbringer receives +2 on fortitude saves

Progression Options

Feats: Double Cleave, Onslaught, Words Of Spite

Classes: Warrior

Dragon Warrior

Initial Archetype Power (Level 1): Knowledge (dragons) is your favored skill, it becomes a class skill and you add a +2 rank bonus to it. Constitution is your primary ability for all your abilities. Finally, you always have good will saving throws.

You receive a breath weapon special ability, which can be used once per encounter. The effect is dependent on the element, choose when using the breath weapon.

  • Acid: As a standard action you shoot an acid ball to any target within 9m that explodes as a 3m area burst dealing 1d6 points of acid damage per level + your constitution modifier and lowers damage reduction of creatures hit by 5 points for one turn per level. A fortitude saving throw halves the damage and resists the lowered damage reduction.
  • Cold: As a full-round action you create a 4.5m 90° cone of frost, that lingers for one turn. The cone of frost deals 1d6 per level + your constitution modifier points of cold damage to creatures that come in contact with the area the first time. Creatures that end their turn in the area of cold are slowed for one turn. A fortitude save halves the damage and resists the slow effect.
  • Fire: As a full-round action, you engulf a 3m radius burst adjacent to you in fire, that keeps burning for one turn. Dealing immediately, at the start of the full-round action, 1d6 points of fire damage per level + your constitution modifier (a will saving throw halves). The area burns for another turn and deals the same damage again to creatures that end their turn in the area.
  • Lightning: As a swift action, you shoot a 18m range bolt on a single target. The bolt deals 1d6 points of damage per level + your constitution modifier (a reflex saving throw halves the damage). Lightning breath only requires half as long to recover, round up.

Lesser Archetype Power (Level 2): Your breath weapon recovers in the turn 1d4 turns after being used.

You may learn meta breath feats, ability specialization and improved ability specialization for your breath weapon. The lingering breath feat increases the duration of fire and cold to two turns instead of its normal bonus. You cannot use feats to increase the number of additional rounds to wait before you can use your breath weapon again over your constitution modifier.

Moderate Archetype Power (Level 4): Any natural armor class provides also energy resistance to acid, cold, fire and lightning damage. You count as two levels higher for scaling racial and class features.

Greater Archetype Power (Level 6): All breath weapons are improved and you add your full constitution modifier again to its damage: Acid increases the reduction by your constitution modifier. Cold slows for one turn per class level. Fire inflicts the shaken condition when the creature does not move out of the area. Lightning becomes a line of effect.

Progression Options

Feats: Long Wind

Classes: MartialHero, Sentinel, Warrior

Eldritch Knight

Arcane Spells:

Level012
1st6--
2nd63-
3rd64-
4th653
5th664
6th665

Initial Archetype Power (Level 1): The Eldritch Knight adds Concentration and Knowledge (arcana) to his class skills.

Arcane Caster: The Eldritch Knight has the spell casting ability of a magician or Black Mage, as in the decribed in the spellcasting table.

Lesser Archetype Power (Level 2): You may cast spells without provoking attacks of opportunity.

The Eldritch Knight receives a +2 bonus to the DC of their spells.

Moderate Archetype Power (Level 4): When you cast a spell as a standard action, you may perform an attack as a swift action. In addition, the eldritch knight gains another swift action that can only be used for magic actions, such as spell casting.

By expending a 1st-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: flaming, frost, caustic, or shock. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as cold iron or silver for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, any previous effect of it ends.

Greater Archetype Power (Level 6): Choose one spell of the 3rd level from your spell list. You may cast this spell once per day as an SLA.

By expending a 2nd-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: holy, unholy, axiomatic, anarchic. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as adamantine for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, while it is still active, any previous effect of it ends.

Progression Options

Feats: None.

Classes: Crusader, Sentinel, Warrior

Eternal Warrior

Meldshaping:

LevelSoulmeldsEssentiaChakra BindsAllowed Chakras
1st-10-
2nd121Crown
3rd231Crown
4th341Crown
5th451Crown
6th562Crown, Feet, Hand

Initial Archetype Power (Level 1): You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

An Eternal Warrior receives bonus essentia equal to half his wisdom score and may learn incarnum feats.

Lesser Archetype Power (Level 2): You receive meldshaping abilities as a meldshaper of your class level. You may only select soulborn soulmelds, even with feats. Your primary meldshaping ability is wisdom.

Moderate Archetype Power (Level 4): The Eternal Warrior gains access to the following Soulmeld:

Soulbound Weapon: Incarnium energy surrounds your weapon, imbuing it with additional power. Each point of essentia invested increases the weapons enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants weapon special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your weapon a +1 enhancement bonus and the flaming special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.

Greater Archetype Power (Level 6): The Eternal Warrior gains access to the following Soulmeld:

Soulbound Guard: Incarnium energy surrounds your armor or shield, imbuing it with additional power. Each point of essentia invested increases the armor or shields enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants armor or shield special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your shield a +1 enhancement bonus and the blinding special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.

Progression Options

Feats: Adapting Armaments

Classes: Crusader, Warrior

Fighter

The fighter may learn Advanced Weapon Training or Armor Training abilities, however no supernatural abilities.

Fighter class abilities (except the bonus feats) and fighter only feats always provide the better of untyped, heavy or precision damage.

Initial Archetype Power (Level 1): The fighter receives an additional feat every level.

The fighter receives weapon specialization as a bonus feat.

Lesser Archetype Power (Level 2): The fighter gets the weapon training ability from the pathfinder fighter. The bonus is +1 and improves your base attack bonus, instead of being an ordinary unnamed bonus.

The fighter receives his weapon training as bonus to DCs with combat maneuvers of the respective weapons.

Moderate Archetype Power (Level 4): The fighter gets the armor training and bravery ability from the pathfinder fighter.

Greater Archetype Power (Level 6): The Fighter treats his fighter level for feat and fighter class ability purposes the same as his base attack bonus, if it is higher.

The Weapon Training bonus improves to +2

Progression Options

Feats: Fighters Legacy

Classes: Warrior

Gladiator

The gladiators primary attribute is charisma.

Initial Archetype Power (Level 1): The gladiator receives the disguise and perform skill as class skills and a +2 rank bonus to it.

The gladiator receives the improved combat maneuver feat for all combat maneuver.

A gladiator may choose one special persona giving him associated bonuses:

Berserker: The berserker is a gladiator that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the crowd, and generally acts in a barbaric fashion. The berserker receives +4 on intimidate checks and their favourite combat maneuver is the demoralize maneuver.

Braggart: The braggart is a gladiator that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a gladiator a +4 bonus on diplomacy checks and diplomacy as a class skill. The braggart may use the Goad combat maneuver using his highest attribute to compute the DC.

Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker trait gives a gladiator a +4 bonus on insight checks and insight as a class skill. A joke is a mental combat maneuver that requires a standard action. Victims of the joke must succeed a charisma or wisdom based Will save or suffer a -4 penalty armor class and -4 penalty on attack rolls until the end of the encounter as he fights in a wild and enraged manner. The effects of multiple jokes do not stack. Once the opponent makes a successful Will save, he is immune to the jokers jokes for the rest of the day.

Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait provides a +4 bonus on bluff checks, bluff as a class skill. Their favourite combat maneuver is the feint. Furthermore, they can deny the dexterity to AC of opponents with uncanny dodge.

Lesser Archetype Power (Level 2): The Gladiator receive a +2 bonus to the attack roll (if any) and DCs of their favourite combat maneuvers.

The gladiator receives 1d6 per two levels (round up) points of bonus damage that only applies to opponents that suffer under their combat maneuver or a similar condition, e.g. being shaken sufficises for a Berserker. If the gladiator does only use a single weapon (one or two-handed), the damage increases by one die step and can be multiplied on critical hits.

The gladiator may partially equip heavy armors. When they do so, the armor counts as light armor for all benefits and penalties. However, all benefits for critical armor class are retained. The maximum allowed dexterity modifier increases by 2, the armor bonus is lowered by 2 and the armor check penalty is reduced by 4.

Moderate Archetype Power (Level 4): Any move, spell or special ability provokes an attack of opportunity from the gladiator.

With a disguise check and 10 minutes of time, you can swap your persona.

Greater Archetype Power (Level 6): Anytime the gladiator is attacked in melee, they receives an attack of opportunity versus the attacker (One attack of opportunity per strike).

You can embody two personas at a time.

Progression Options

Feats: None.

Classes: Warrior

Juggernaut

Initial Archetype Power (Level 1): The Juggernaut receives the improved combat maneuver bull rush feat.

A Juggernaut receives a special bull rush combat maneuver that can be performed as a standard action, using shield barging or as part of a charge attack using a bludgeoning weapon:

Crash: Perform a melee attack against your opponent which is also a bull rush. Crash is improved by all abilities that improve bull rush and counts as bull rush.

Lesser Archetype Power (Level 2): The Crash ability always counts as a charge attack.

The juggernaut receives a +2 on bull rush maneuver attack rolls and +1 on DC and pushes twice the normal distance.

Moderate Archetype Power (Level 4): The Juggernaut receives a special defensive action:

Unstoppable: You may perform any standard action that is athletic based, such as breaking through a door, or climbing a ladder. During this turn you reduce any incoming damage by twice your level and receive a +4 bonus to athletic checks and checks that impede movement. Unstoppable is improved by all abilities that improve the total defense action and counts as total defense.
Crash deals bonus damage equal to 1d6 per level.

Additionally, all creatures within the crash path must succeed a reflex saving throw based on the bull rush DC or fall prone and take the crash bonus damage as bludgeoning damage.

Versus targets that you do not already deal weapon damage to, e.g. to creatures in the crash path, you also add (the Juggernauts constitution modifier + your main attacks power attack attack roll penalty) times your attacks heavy damage multiplier.

Greater Archetype Power (Level 6): Once at the start of each turn while the Juggernaut is under a temporary negative condition, you can choose to reroll the saving throw to end the its effects. If you succeed you automatically use the unstoppable ability.

Progression Options

Feats: Legendary Dreadnought Defence, Legendary Dreadnought Offence

Classes: Sentinel, Warrior

Marshal

Initial Archetype Power (Level 1): A Marshal learns to use maneuvers like a Warblade of his class level. With the following exceptions: He can use only Maneuvers from the Marshals list. To use such maneuvers he has to prepare it together with every ally that is supposed to benefit from it. To benefit from such an command the ally must be able to hear the marshal.

At the first level, maneuvers cannot be recovered during combat.

Lesser Archetype Power (Level 2): Each maneuver may be recovered like a Warblade recovers maneuvers.

Moderate Archetype Power (Level 4): The marshal receives one Marshals Aura known per two class levels. As a normal character the marshal can only be in one stance at a time.

Greater Archetype Power (Level 6): A Marshals shouts can no longer be activated as a swift or immediate action. Instead the marshal has an additional shout action each turn which can only be used to shout, and takes place at the same time the shout would normally (immediately or swift).

Progression Options

Feats: None.

Classes: Crusader, Scout, Sentinel, Warrior

Master At Arms

Initial Archetype Power (Level 1): A master at arms receives the improved combat maneuver feat for every combat maneuver ignoring any prerequisites and receives a +2 bonus to attack rolls and +2 to the DC of combat maneuvers.

Lesser Archetype Power (Level 2): Additionally, the master at arms receives bonuses according to special weapon qualities. If your weapon has multiple weapon qualities choose one:

Brace: You receive +1.5m threat range and range for attacks of opportunity.

Disarm: When you successfully disarmed an opponent, that opponent receives a -4 penalty on attack rolls for one turn. You may use disarm versus natural weapons as well.

Grab: You receive constrict(2d6 + 1.5 times your strength modifier).

Trip: After successfully tripping an opponent, he may not move more than half his base movement speed in his next turn.

Interrupt: Your attacks of opportunity always happens before the opponents action triggering those. The interrupt action can be used to interrupt actions that do not require any concentration.

Moderate Archetype Power (Level 4): The master at arms receives two style feats and may activate two styles as a free action as part of rolling their initiative.

Once per turn, the master at arms may spend an immidiate action to perform an combat maneuver instead of an ordinary attack.

Greater Archetype Power (Level 6): The master at arms can promote any of their combat maneuver attempts so that it receives bonuses as if they used a full-round action to perform the maneuver and did not do whatever with their other attacks.

Progression Options

Feats: None.

Classes: MartialArtist, Warrior

Renegade

The renegade's primary attribute is constitution

Initial Archetype Power (Level 1): Renegades always have survival as a class skill, 8 HPR and good fortitude saves.

Lesser Archetype Power (Level 2): You gain a +2 bonus to saves, initiative, 3m movement speed and half your primary attribute modifier as DR.

Renegades may stand up, retreat (ending up in a square out of enemy melee range) and use the demoralize combat maneuver as a swift action.

Moderate Archetype Power (Level 4): You do not provoke attacks of opportunity, are not caught flat-footed, always retain your dexterity to AC and flanking does not help against you either.

While above 50% of your hitpoints, you receive half your level as moral bonus to d20 rolls.

Greater Archetype Power (Level 6): You receive either half your constitution modifier as bonus heavy damage or as bonus precision damage.

Additionally add the following ability to your Ultimate powers:

Ruuuun!: You can use that ability even when you have become unconscious, staggered, stunned or paralyzed. You may stand up and act unhindered from the listed conditions and all conditions freedom of movement helps against for a number of turns equal to your constitution modifier. While you are doing nothing but running the duration of this feature does not tick down.

Progression Options

Feats: Renegades Legwork, Ultimate Coward

Classes: Scoundrel, Scout, Warrior

Strained Marksman

The strained marksman's abilities are restricted to bows, crossbows, and rifles.

Initial Archetype Power (Level 1): The strained marksman gains two special abilities that cannot be combined with the overwatch style feat:

Strained Shot: As a standard action, you perform or ready a special attack. You may either make an attack with bonus damage or perform a ranged combat maneuver using dexterity or intelligence as your key ability. The attack deals 1d6 points of bonus damage per level. The allowed combat maneuvers are: Trip or Dirty Trick.

Suppressing Fire: As a full-round action, you focus fire on a 3m radius area within your weapon's range. You threaten the entire target area and may perform attacks of opportunity within it.

Lesser Archetype Power (Level 2): You may specify the conditions for readied attacks, strained shots, or restrict the targets of suppressing fire to receive bonuses to attack rolls. The more specific your targeting conditions, the greater the bonus: specifying a single target grants +2, general action types grant +2, and specific conditions (such as "when the target uses a fireball spell" or "when the target draws their longsword") grant an additional +2.

Moderate Archetype Power (Level 4): The strained marksman receives half his level as bonus damage and +2 to attack rolls.

You gain the pathfinder snapshot feat, which is disabled while you are using strained shot.

You may automatically apply the interrupt combat maneuver when using strained shot.

Greater Archetype Power (Level 6): You may prepare your weapon, such as drawing the bow, as a move action. If you do, your next ranged attack becomes a critical threat with a ×2 multiplier instead of the weapon's normal critical multiplier. The confirmation roll also determines whether the attack hits. You must make this attack within 3 turns after drawing.

Additionally, within your threat range, you may use melee-only attack of opportunity feats. Treat yourself as occupying squares along your line of fire for this purpose.

Progression Options

Feats: Epic Suppressive Fire

Classes: MartialArtist, Scout, Warrior