”It was… strange. He had a huge axe on his back and I was sure he was gonna be frothing at the mouth-but instead he just draw a bow, and watches them for a few moments, before sending an arrow into every one, through the eye slits of their helmets.”
Background: Most berserkers are like fire; a deadly and destructive force that destroys all before them. The cold-Fury Archers are more like blade-sharp ice. Every strike they make is calculated, driven by an anger so intense it freezes their heart and hones their mind.
Races: Any race can become a Cold-Fury Archer.
Other Classes: Cold-Fury Archers tend to perturb Paladins, their reliance on emotion and anger seeming dark to them. Other Barbarians tend to either deride or worship them, either seeing their internal anger as impressive or a waste.
Role: A Cold-Fury Archer is both a combatant and a decent scout. As they are almost always Barbarians, they can move quickly to check what is ahead, and then during an actual fight can either snipe at their enemies or simply draw a melee weapon and attack normally.
Cold-Fury Archers in the World: Cold-Fury Archers are better suited to the military than normal Barbarians, as their cold fury leaves them more rational. They make excellent assassins and bounty hunters, and skilled adventurers.
Inspiration: Barbarian with bow. (Shrug)
Feat: Rapid Shot
Special: Rage 2/day
Special: Proficiency with at least one type of bow.
Class Skills: The Cold-Fury Archer’s class skills (and the key ability for each skill) are Concentration (Con), Move Silently (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Intelligence modifier
Level BaB Fort Ref Will Special 1 +1 +2 +2 +0 Cold Fury, Mighty Arrow 2 +2 +3 +3 +0 Rage (1/Day) 3 +3 +3 +3 +1 Piercing Arrow 4 +4 +4 +4 +1 Storm of Arrows 5 +5 +4 +4 +1 Rage (2/Day), Furious Arrow
Weapon and Armour Proficiencies: A Cold-Fury Archer gains no new weapon or armour proficiencies.
Cold Fury (Ex): Whenever a Cold-Fury Archer would Rage, they can instead enter a Cold Rage. This functions as per the Barbarian’s Rage ability, but provides +2 Strength, +2 Dexterity, and a +2 morale bonus on will saves. While in a Cold Rage, a Cold-Fury Archer cannot use any Charisma- or Intelligence-based skills (except for Intimidate). However, unlike a normal rage, they may use the Combat Expertise feat, if they have it.
When/if the Cold-Fury Archer gains the Greater Rage ability, these bonus become +4 to Strength and Dexterity, and their morale bonus increases to +3.
When/if the Cold-Fury Archer gains the Mighty Rage ability, these bonus become +6 to Strength and Dexterity, and their morale bonus increases to +4.
Mighty Arrow (Ex): While raging, a Cold-Fury Archer may treat the strength rating of any composite bow they wield as equal to their strength bonus.
Rage (Ex): As per the normal Barbarian ability. If the Cold-Fury Archer already has this ability, the uses per day stack. If they do not, then they may only use the Cold Fury version above, and not the standard Rage ability.
Piercing Arrow (Ex): A Cold-Fury Archer of 3rd level is constanrtly watching for the slightest weak point. Whenever they make an attack with a bow, they may ignore an amount of AC equal to their class level, although they may only ignore AC granted from armour or as an Armour bonus.
Storm of Arrows (Ex): At 4th level, a Cold-Fury Archer can strike many enemies simultaneously. While in a rage of any sort, they may make a single ranged attack against each enemy in range. If they do, they immediately end their rage. (Becoming fatigued, unless they have the Tireless Rage ability.)
Perfect Shot (Ex):
With no words, the archer locked eyes with his target. The victim’s hands went numb. He dropped his sword, and it seemed like slow motion as the bow came up, and an instant later an arrow struck him through the skull.
Whenever a Cold-Fury Archer in a Cold Rage successfully hits with a bow, they may make a Concentration Check with DC equal to 10 + their targets AC. If they pass, then they automatically score a threat. (Though they still need to confirm a critical.)
Done. Comments, please?