Farstrikers are specialized skirmishers and masters in the art of hurling spears and polearms swiftly and quickly. Light warriors focusing on hit and run strategies over brute force, farstrikers hinder their enemies from afar by striking a weak point, and focus on teamwork to bring them down.
The farstriker is an archetype of the dragoon class.
Limit Break (Su)
At 1st level, the farstriker receives the Limit Break (Aerial Strike).
Aerial Strike (Su): This Limit Break allows the farstrike to summon a barrage of polearms and spears to strike his enemies from afar within 60 feet, in a 20-ft.-radius area. Enemies within the area of effect take 1d6 points of piercing damage per dragoon level. A successful Reflex save (DC 10 + half of the dragoon’s level + his Wisdom modifier) reduces the damage by half. Those failing the save are also immobilized for 1 round + 1 round per four dragoon levels after 1st.
This ability replaces the Limit Break (Falling Meteor).
Skilled Thrower (Ex)
At 1st level, the farstriker is skilled at throwing weapons in combat. He can throw spears and polearms that normally can’t be thrown with a range increment of 10 feet. At 5th level and every four dragoon levels thereafter, the farstriker increases the range increment of any thrown spear or polearm by 10 feet.
This ability replaces jump.
Also at 1st level, a farstriker learns how to deal deadly damage from afar. The farstriker deals an extra 1d6 points of damage for every 10 feet beyond the first 10 feet that he throws and hits with a spear or polearm. This additional damage is not multiplied on a critical hit.
This ability replaces deadly lancer.
Fast Thrower (Ex)
At 2nd level, a farstriker gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites. At 5th level, he gains Shot on the Run as a bonus feat, even if he doesn’t meet the prerequisites. At 9th level, when using the Shot on the Run feat, he can make a second ranged attack with a –5 penalty at any point during his movement. At 14th level, he can make a third ranged attack with a –10 penalty at any point during his movement.
This ability replaces polefighting.
Find the Breach (Ex)
Also at 2nd level, the farstriker learns to penetrate most defenses with a well-placed blow, including magically enhanced ones. The farstriker ignores 1 point of any type of damage reduction per two dragoon levels on any target he attacks with a thrown weapon.
The farstriker may also attempt an appropriate Knowledge check against a target as a swift action (DC 10 + the creature’s CR); if he succeeds at this check, he instead ignores 1 point of damage reduction per level.
In addition, the farstriker may ignore an amount of armor, natural armor or shield bonus to AC on this target equal to his Wisdom modifier, this choice is made at the same time than the Knowledge check, once the farstriker learns the enemy’s defenses. This ability remains in effect until the target is dead or unconscious or until the combat ends. A farstriker who fails this Knowledge check cannot attempt another against this creature until 24 hours later.
This ability replaces acrobatic talents and advanced acrobatic talents.
Crippling Missile (Ex)
At 3rd level, a farstriker can hinder his opponent’s combat ability with a well-placed blow. He may attempt combat maneuvers at range with thrown weapons; using his Dexterity modifier to calculate his CMB for the purposes of these maneuvers.
The farstriker chooses a number of combat maneuvers equal to his Wisdom modifier from the following list that he can use with a ranged attack made with a thrown weapon: Bull Rush, Dirty Trick, Disarm, Sunder, and Trip. At 11th and 15th level, the farstriker can choose an additional combat maneuver, and he adds the following maneuvers to the list of maneuvers he may choose from: Grapple, Reposition.
A target grappled by a thrown weapon can break free by destroying the weapon (a sunder attempt that does not provoke attacks of opportunity), or by removing it as an Escape Artist or CMB check (against the farstriker’s CMD –4).
If the farstriker’s Wisdom modifier is reduced (or permanently increased), he loses (or gains) an appropriate number of combat maneuvers to the list of combat maneuvers he can attempt with a thrown weapon. If his Wisdom modifier is permanently increased, he gains an appropriate number of combat maneuvers or actions; these choices are definitive.
This ability replaces steadfast pike.
Create Openings (Ex)
At 4th level, the farstriker may provide a +2 circumstance bonus as a free action to the next attack roll of a single ally made against a target that the farstriker hits with a ranged attack or combat maneuver made with a thrown weapon. The ally benefiting from this circumstance bonus must be designated when the thrown weapon hits; the farstriker can treat himself as his own ally if needed. This attack must occur before the end of the farstriker’s next turn. This bonus increases by +1 at 8th level and every four dragoon levels thereafter, up to +6 at 20th level. The farstriker may use this ability a number of times per day equal to 3 + his Wisdom modifier.
This ability replaces hardy landing.
Trip Toss (Ex)
Beginning at 9th level, a farstriker may toss his spear or polearm to make trip attacks at a range of 30 feet. He must make a ranged touch attack against his target that deals no damage. Otherwise, this functions just like a trip attack.
This ability replaces sweeping fend.
Impaling Skirmish (Ex)
At 11th level, a farstriker can use a charge to make a thrown weapon attack. If he already has the Charging Hurler feat, he does not suffer any penalty to AC when using a charge to make a thrown weapon attack; and if he possesses the Spring Attack feat, he may attack at any point during the charge and retreat back as part of the charge movement.
If throwing a piercing or slashing weapon as part of a charge, the farstriker may impale the enemy with the weapon. An impaled enemy suffers an amount of bleed damage at the beginning of his round equal to the base damage dice of the weapon plus the weapon’s enhancement bonus; plus the bonus damage dice dealt on a hit by any weapon property that can apply to ranged weapons (like flaming, holy, etc.), if any. An enemy can remove an impaled weapon as a move action, suffering the normal damage as if he began his round impaled by the weapon.
If throwing a bludgeoning weapon as part of a charge, on a hit the farstriker deals bleed damage equal to the base damage dice of the weapon, he may do a bull rush or trip attempt as a free action that does not provoke attacks of opportunity, and may make the weapon rebound over a surface – as if using the Ricochet Shot Deed feat.
This ability replaces springing charge.
Trick Throw (Ex)
At 13th level, a farstriker can throw his thrown weapon in such a way to hit targets that he might otherwise miss. As a swift action, he can ignore total cover, even throwing weapons around corners. The weapon must still be able to reach the target; for instance, a target inside a closed building with no open doors or windows cannot be attacked using Trick Throw. The farstriker may use this ability a number of times per day equal to 3 + his Wisdom modifier.
This ability replaces spear parry and riposte.
Penetrating Strike (Ex)
At 17th level, when a farstriker confirms a critical hit with a thrown spear or polearm, the spear or polearm pierces the target and can strike another creature in line behind it. The farstriker must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the spear or polearm can continue to hit another target, but the penalties stack.
This ability replaces mighty charge.
Piercing Talon (Ex)
At 20th level, the farstriker has the reach the pinnacle of thrown weapon mastery. As a full-round action, the farstriker makes a single ranged thrown weapon attack at his highest base attack bonus with a +20 insight bonus to the attack roll. If he hits, he deals confirmed critical hit damage and all farstrike damage (if any) are maximized.
This ability replaces leaping charge.