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Hawkeye

Hawkeyes are masters of ranged combat. They can avoid enemies that attempt to close, put arrows or bolts through multiple foes, and even unleash explosive shots to devastating effect.

The hawkeye is an archetype of the archer class.

Stamina Pool (Ex)

At 1st level, the hawkeye gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the hawkeye rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the hawkeye’s current and maximum stamina pool and most sustained modes stack. If the character has a stamina pool from another class, he then only increases his stamina pool by 5 + his Constitution modifier per level instead.

Talent Trees (Su)

The hawkeye gets access to the archery and sniper talent trees from below. At 1st level and every two levels thereafter, the hawkeye may choose to learn one talent.

Archery Specialization Talent Tree

  • Pinning Shot: At a cost of 10 stamina points, as a standard action, the hawkeye can pinned down an enemy from range. The hawkeye makes a ranged attack roll, if successful, the target takes damage as normal and must make a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) or be immobilized for 1 round.
  • Crippling Shot: At a cost of 15 stamina points, as a standard action, the hawkeye can disable an enemy from range. The hawkeye makes a ranged attack roll, if successful, the target takes damage as normal and must make a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) or be disabled for 1 round. Prerequisite: Pinning Shot
  • Critical Shot: At a cost of 20 stamina points, as a standard action, the hawkeye can hit a vital spot on an enemy from range. The hawkeye makes a ranged attack roll, if successful, the target takes critical hit damage as if a successful critical hit. Prerequisites: Pinning Shot, Crippling Shot
  • Melee Archer: As a swift action, the hawkeye may activate this talent as a sustained mode. The hawkeye no longer provokes attacks of opportunity from making ranged attacks with a bow or crossbow. If the hawkeye possesses Safe Shot, he gains a +2 dodge bonus to AC versus melee attacks while wielding a bow or crossbow in this mode. This mode uses up 10 stamina points of the hawkeye’s current and maximum stamina pool.
  • Rapid Shot: As a swift action, the hawkeye may activate this talent as a sustained mode. The hawkeye doubles his amount of ranged attacks in a round. He cannot make critical hits or precision-based attacks (such as precision shot), and Strength modifiers are halved (rounded down). Does not stack with Accuracy sustained mode. This mode uses up 20 stamina points of the hawkeye’s current and maximum stamina pool. Prerequisite: Melee Archer
  • Accuracy: As a swift action, the hawkeye may activate this talent as a sustained mode. The hawkeye gains a competence bonus to attack rolls and damage rolls equal to the hawkeye’s Wisdom modifier. Does not stack with Rapid Shot sustained mode. This mode uses up 15 stamina points of the hawkeye’s current and maximum stamina pool. Prerequisites: Melee Archer, Rapid Shot
  • Master Archer: When a hawkeye makes a single ranged attack during a round, the critical hit range of his ranged weapons are increased by 2. This stacks with Improved Critical and similar abilities, but is calculated after all other modifiers. Prerequisites: Melee Archer, Rapid Shot, Accuracy
  • Shattering Shot: At a cost of 15 stamina points, as a standard action, the hawkeye can strike a vital point in a piece of equipment. The hawkeye makes a ranged attack with a -4 penalty, if successful, he deals damage to a piece of equipment, ignoring the hardness.
  • Scattershot: At a cost of 15 stamina points, as a standard action, the hawkeye can strike a target from range and causing it to splinter into shards, hurting nearby foes. The hawkeye makes a ranged attack, if successful, he deals normal damage to the target and adjacent foes must make a Reflex save (DC 10 + half of the archer’s level + his Dexterity modifier) or take the damage as well. Prerequisite: Shattering Shot
  • Burst Shot: At a cost of 30 stamina points, as a standard action, the hawkeye can strike a target from range and causing it to explode on impact. The hawkeye makes a ranged attack, if successful, he deals critical hit damage to the target, and any creatures within a 15-ft.-radius also take the damage unless they make a successful Reflex save (DC 10 + half of the archer’s level + his Dexterity modifier) to reduce the damage by half. Prerequisites: Shattering Shot, Scattershot

Sniper Specialization Talent Tree

  • Death from Above: When making ranged attacks from higher ground, the hawkeye deals an additional 1d6 points of damage. This stacks with High Ground.
  • First Blood: When making ranged attacks on unwounded targets, the hawkeye deals an additional 1d6 points of damage.
  • Long Shot: At a cost of 10 stamina points, as a standard action, the hawkeye can fire a powerful single shot that delivers more damage the further he is away from the target. The hawkeye makes a single ranged attack, if successful, he deals normal damage plus an additional 1d6 points of damage for every 10 feet he is away from the target (to the maximum of his level). This extra damage is not multiplied on a critical hit.
  • Eagle Eye: Long Shot now deals 1d6 points of damage for every 5 feet he is away from the target (to the maximum of his level). Prerequisite: Long Shot
  • Sniper’s Lance: Long Shot can hit targets in the path of a line to the target, requiring the hawkeye to make separate attack rolls on each creature in the path. Prerequisites: Long Shot, Eagle Eye
  • Leaping Shot: At a cost of 15 stamina points, as an immediate action, the hawkeye leaps away 15 feet which does not provoke attacks of opportunity, firing a shot at the target who attacked him. The hawkeye makes a single ranged attack, if successful, he deals half damage to the target.
  • Rolling Draw: If Leaping Shot successfully hits, the hawkeye can make a ranged trip combat maneuver using his Dexterity modifier instead of Strength. This trip attempt must be used by the end of the hawkeye’s next turn or it is wasted. Prerequisite: Leaping Shot
  • Explosive Shot: At a cost of 20 stamina points, as a standard action, the hawkeye fires an explosive arrow at a target area. All creatures within a 20-ft.-radius take 1d6 points of fire damage per two archer levels and can make a Reflex save (DC 10 + half of the archer’s level + his Dexterity modifier) to take half damage.
  • Shockwave: Explosive Shot now causes all creatures in the area of effect to be knock back 10 feet, and if they fail the Reflex save, they are also knocked prone. Prerequisite: Explosive Shot
  • Strafing Shots: The hawkeye can double-move and still make a single ranged attack.

These abilities replace aim.