Bard archetype
Juggler
Source: Ranged Tactics Toolbox, p. 8
Jugglers are masters of manipulating objects, most famously by keeping multiple objects in the air simultaneously. They often incorporate this talent into acting, comedy, or dance. Adventuringjugglers find their abilities translate well into the use of thrown weapons.
Weapon and Armor Proficiencies: A juggler is proficient with all simple weapons, plus martial thrown weapons. This replaces his normal weapon proficiencies. A juggler is not proficient with shields.
Combat Juggling (Ex) level 2
Replaces Versatile Performance.
At 2nd level, a juggler can hold and wield (in other words, "juggle") up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it. This ability doesn't grant the juggler 0 additional attacks, though it does / allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and __. so on). At 6th level and levels thereafter, the maximum .o-_,,;""'_- maximum of seven objects at i8th level.
If the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue juggling and avoid losing concentration. The check's DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled. If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly. This ability replaces versatile performance.
Evasion (Ex) level 2
Replaces Well-Versed.
At 2nd level, a juggler gains evasion, as the rogue class feature of the same name. At 12th level, he gains improved evasion, as the rogue advanced talent. This ability replaces well-versed and soothing performance.
Rogue Talents The following rogue talents complement rogues who specialize in ranged combat.
Bomber (Su)
A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum i). These bombs act as alchemist's bombs (Pathfinder RPG Advanced Player's Guide 28), except they deal damage equal to the damage dealt by the rogue's sneak attack (the rogue doesn't add her Intelligence modifier to this damage).
Bomber's Discovery (Su)
A rogue with this talent gains an alchemist's discovery that modifies a bomb. A rogue must have the bomber rogue talent to select this talent.
Fast Reactions (Ex)
Replaces Bardic Knowledge.
At ist level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn't need to meet the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at nth level (with a -5 penalty on his second attack roll) and at i7th level (with a -10 penalty on his third attack roll). This ability replaces bardic knowledge and lore master.
Without a Trace (Ex)
When the rogue successfully uses evasion or improved evasion to avoid taking damage, she can attempt to hide as an immediate action. The rogue attempts a Stealth check with a -20 penalty, but gains a +i bonus on her check for every die of damage the avoided attack would have dealt. The rogue can attempt this check even while being observed, as long as she has cover or concealment or an ability that allows her to use the Stealth skill while being observed without cover or concealment.
60 and 150 feet from a target. At this distance, ranged combatants are far enough away to avoid being caught up in melee while close enough to avoid range penalties. Wilderness encounters often begin at this range.
General Tactics To maintain an edge in mid-ranged combat, a skilled ranged combatant maintains a safe distance and takes advantage of the terrain.
Keep Your Distance: It's often better for ranged combatants to make fewer ranged attacks than to get caught in melee. Keep in mind that the of distance, which can quickly balance out a sniper's -20 penalty on Stealth checks for sniping.
Take Cover: Attacking from cover-whether you're behind trees, an arrow slit, a parapet, or the corner of a building-grants you extra defense against detection and ranged attacks. Remember that a low obstacle can provide cover as long as you're within 30 feet of it, and even just fighting from around a corner can grant you at least partial cover.
Use Obstacles and Terrain: Many opponents can close with you in melee in 1 or 2 rounds-unless something gets in their way. Whether in an army or an adventuring party, allying with melee combatants is often the best means of shielding ranged combatants from the thick of the conflict. Difficult terrain, low barriers, and deep water can slow pursuers long enough to allow for additional volleys, and firing from an elevated position not only makes it more difficult for foes to approach but also grants an offensive advantage.
Specific Tactics Many rules options help make ranged characters potent forces at mid-range.
Avoiding Attacks: Feats such as Deflect Arrows, Lightning Stance, and Wind Stance can force incoming ranged attacks to miss. Class features like evasion and improved evasion can completely negate damaging effects that allow a Reflex save. The evasion ability is a feature of several classes, but any character can acquire it with a rinlJ of evasion.
Fight from a Mount: Attacking from a combat-trained ount can greatly increase a ranged attacker's mobility.
With a successful DC 5 Ride check, as a free action a rider can guide a mount in a way that leaves both hands free for reloading or shooting. With a successful DC 15 Ride check, you can use your mount as soft cover, while the Mounted Combat feat allows riders to negate attacks against their mounts. The Mounted Archery feat reduces penalties for attacking from a moving steed.
Feats The following new combat feats are available to all characters to improve their mid-range combat abilities.
Several of the following feats have the new targeting type. If you are using the optional called shots rules (Pathfinder RPG Ultimate Combat 193), attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat from Ultimate Combat.
Ranged Disarm (Combat, Targeting) A well-placed shot disarms your foe.
Prerequisites: Dex i3, Deadly Aim, base attack bonus +L Benefit: As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a -2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional -2 penalty. Ifthe disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt.
Ranged Trip (Combat, Targeting) A shot to the leg causes your foe to fall prone.
Prerequisites: Dex i3, Deadly Aim, base attack bonus +L Benefit: As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a -2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional -2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can't be knocked prone by failing the trip attempt.
Throw Back Arrows (Combat) When you catch arrows and other ranged ammunition, you can immediately hurl them at your enemies.
Prerequisites: Dex i7, Deflect Arrows, Improved Unarmed Strike, Snatch Arrows.
Benefit: When using the Snatch Arrows feat, you can throw a caught piece of ranged ammunition (such as an arrow, bolt, or sling bullet, but not a firearm bullet) as though it were a thrown weapon with a range increment of 20 feet (even though it isn't your turn). The thrown ammunition deals the normal amount of damage for its type plus your Strength modifier, and you don't take a penalty for throwing a weapon that isn't designed to be thrown. This attack provokes attacks of opportunity as normal.
You must have at least one hand free (holding nothing) to use this feat.
Trick Shooter (Combat) Your uncanny aim allows you to disable your opponents without harming them.
Prerequisites: Dex i3, Deadly Aim, base attack bonus +L Benefit: You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty.
