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Hunter’s Tricks

At 5th level, an archer learns the use of hunter’s tricks, which typically grant a boon or bonus to the archer or a nearby ally. At 5th level, the archer learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. An archer can use these tricks a total number of times per day equal to half his archer level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. An archer cannot select an individual trick more than once.

Table: Hunter's Tricks

Hunter TrickBenefits
Aiding Attack (Ex)The archer can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the archer’s next turn gains a +2 circumstance bonus on that attack roll.
Archer’s Counsel (Ex)As a swift action, the archer can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The archer must have at least one rank in the chosen skill. This bonus lasts for 1 round.
Catfall (Ex)The archer can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the archer takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex)The archer can move up to twice his speed as a move action. The archer does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Cunning Pantomime (Ex)As a standard action, the archer can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the archer suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Deft Stand (Ex)The archer can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex)The archer can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hobbling Attack (Ex)The archer can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex)The archer can climb at his full speed as a move action without penalty.
Quick Healing (Ex)As a swift action, the archer can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the archer can administer a potion to an unconscious character as a move action.
Quick Swim (Ex)The archer can swim at his full speed as a move action without penalty.
Rattling Strike (Ex)The archer can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex)When he misses with a melee attack, the archer may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Skill Sage (Ex)As a free action, the archer can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Stag’s Leap (Ex)As a free action, the archer can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex)The archer can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex)The archer can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Tricky Shot (Ex)As a standard action, the archer can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Uncanny Senses (Ex)As an immediate action, the archer gains a +10 insight bonus on Perception checks for 1 round.
Upending Strike (Ex)The archer can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex)The archer can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The archer can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.