The Archer
[D&D Core Class]
The Archer
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype unlike other warriors focused on a specific weapon type, the archer has little use for the typical trappings of warriors – she values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons.
Archer is a profession often pursued by humans, elves, and half-elves.
Adaptation: The archer can fill a niche and specific fantasy archetype that allows fighters, rangers, and rogues.
Game Rule Information
Archers (Ach) have the following game statistics.
Abilities: Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield mighty bows. Lightly armored, the archer benefits greatly from a high Constitution score to survive attacks.
Base Attack Bonus: Good (as a fighter).
Hit Die: d8.
Saves: Good Reflex / Poor Fortitude and Will.
Class Skills: The archer's class skills are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Intelligence modifier (x4 at 1st level).
Alignment: Any.
Starting Age: As a fighter.
Starting Gold: 6d4 x 10gp.
Favored Class: Archer is a favored class for humans and half-elves, and an additional or alternate favored class for elves, at the DM's discretion.
Class Features
All of the following are class features of the archer.
Weapons and Armor Proficiency: Archers are proficient with all Simple weapons and with all martial bows. They are proficient with Light armor but not with shields.
Nimble Shot
The archer is adept at firing a bow in combat when doing so would leave her at a defensive disadvantage. She receives a +4 competence bonus to AC against attacks of opportunity provoked by firing a bow in combat, +2 of which stacks with Mobility and similar feats. [Extraordinary]
Point Blank Shot
The archer receives Point Blank Shot as a bonus feat. If she already has Point Blank Shot, she can choose any feat from the Archery list for which she qualifies.
Archery [2nd / 4th / 6th / 8th / 10th level]
The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following:
Archer's Eye, Corellon's Aim, Deadeye Shot, Defensive Archery, Defensive Shot, Deflect Arrow, Exotic Weapon Proficiency (Any bow), Far Shot, Fleeting Fire, Improved Critical (Any bow), Manyshot, Manyshot: Greater, Mounted Archery, Penetrating Shot, Point Blank Shot, Precise Shot, Precise Shot: Improved, Ranged Trip, Ranged Trip: Improved, Ranged Weapon Mastery, Rapid Fire, Rapid Shot, Shot on the Run, Snatch Arrow, Sniper's Aim, Weapon Focus (Any bow), Weapon Focus: Greater (Any bow), Weapon Specialization (Any bow), or Weapon Specialization: Greater (Any bow).
The archer can substitute levels of archer for fighter levels when qualifying for Weapon Specialization and similar feats listed.
In addition, at every even level the archer can choose to instead take one of the following feats even if she does not meet the requirements: 2nd level - Mounted Archery, 4th level - Shot on the Run, 6th level - Snatch Arrow, 8th level - Defensive Shot, 10th level - Penetrating Shot, 12th level - Precise Shot: Improved, 14th level - Fleeting Fire, 16th level - Weapon Mastery (Any bow), 18th level - Rapid Fire, and 20th level - Defensive Archery.
Bowcraft [2nd level]
The archer receives a +2 bonus on all Craft (Bowmaking) checks.
Take Aim [3rd / 7th / 11th / 15th / 19th level]
When the archer take the full attack action, she can can choose to instead fire a single carefully aimed arrow that receives a +4 bonus to its attack roll. This bonus increases by +2 at 7th level and every four levels thereafter.
In addition, whenever the archer choose the Take Aim action, she makes a Concentration check. If the results of the check meet or exceed the AC of the target, she receives a additional +2 bonus to the arrow's damage roll and a +1 bonus for each five points that the Concentration check exceeds the target's AC.
Take Aim stacks with any feat or ability that affects a single shot and that is a free action to use, such as Sneak Attack and Precise Shot.
If the archer is struck in combat while taking the Take Aim action, she must make a separate Concentration (DC = damage taken from attack) or the aiming is disrupted, and the archer loses the bonuses to her attack and damage rolls, but can still make the single shot that round at her normal chances. [Extraordinary]
Sniper Shot [5rd / 9th / 13th / 17th level]
The archer deals Sneak Attack damage with ranged weapon attacks against any target within 30 feet that she either flanks or that is denied its Dexterity bonus to AC. She deals +1d6 points of Sneak Attack damage at 5th level and at every four levels thereafter.
Special Ability [11th/14th/17th/20th level]
The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with volleys of arrows. At 11th level and every three levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can selected only once:
Alternative Class Features: Crossbowman (1st Level).
Archer Prestige Classes: arrow of light, darkbow, quickstring, sagittarian, sniper, woodland archer, and zen archer.
Epic Archer: The epic-level archer continues her Hit Die, skill point, Sniper Shot, Special Ability, and Take Aim progressions. In addition, she receives bonus feats at 25th level and every five levels thereafter (25th, 30th, 35th, etc.).
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype unlike other warriors focused on a specific weapon type, the archer has little use for the typical trappings of warriors – she values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons.
Archer is a profession often pursued by humans, elves, and half-elves.
Adaptation: The archer can fill a niche and specific fantasy archetype that allows fighters, rangers, and rogues.
Game Rule Information
Archers (Ach) have the following game statistics.
Abilities: Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield mighty bows. Lightly armored, the archer benefits greatly from a high Constitution score to survive attacks.
Base Attack Bonus: Good (as a fighter).
Hit Die: d8.
Saves: Good Reflex / Poor Fortitude and Will.
Class Skills: The archer's class skills are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Intelligence modifier (x4 at 1st level).
Alignment: Any.
Starting Age: As a fighter.
Starting Gold: 6d4 x 10gp.
Favored Class: Archer is a favored class for humans and half-elves, and an additional or alternate favored class for elves, at the DM's discretion.
Class Features
All of the following are class features of the archer.
Weapons and Armor Proficiency: Archers are proficient with all Simple weapons and with all martial bows. They are proficient with Light armor but not with shields.
- Nimble Shot, Point Blank Shot
- Archery, Bowcraft
- Take Aim [+4]
- Archery
- Sniper Shot [+1d6]
- Archery
- Take Aim [+6]
- Archery
- Sniper Shot [+2d6]
- Archery
- Take Aim [+8]
- Special Ability
- Sniper Shot [+3d6]
- Special Ability
- Take Aim [+10]
- Special Ability
- Sniper Shot [+4d6]
- Special Ability
- Take Aim [+12]
- Special Ability
Nimble Shot
The archer is adept at firing a bow in combat when doing so would leave her at a defensive disadvantage. She receives a +4 competence bonus to AC against attacks of opportunity provoked by firing a bow in combat, +2 of which stacks with Mobility and similar feats. [Extraordinary]
Point Blank Shot
The archer receives Point Blank Shot as a bonus feat. If she already has Point Blank Shot, she can choose any feat from the Archery list for which she qualifies.
Archery [2nd / 4th / 6th / 8th / 10th level]
The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following:
Archer's Eye, Corellon's Aim, Deadeye Shot, Defensive Archery, Defensive Shot, Deflect Arrow, Exotic Weapon Proficiency (Any bow), Far Shot, Fleeting Fire, Improved Critical (Any bow), Manyshot, Manyshot: Greater, Mounted Archery, Penetrating Shot, Point Blank Shot, Precise Shot, Precise Shot: Improved, Ranged Trip, Ranged Trip: Improved, Ranged Weapon Mastery, Rapid Fire, Rapid Shot, Shot on the Run, Snatch Arrow, Sniper's Aim, Weapon Focus (Any bow), Weapon Focus: Greater (Any bow), Weapon Specialization (Any bow), or Weapon Specialization: Greater (Any bow).
The archer can substitute levels of archer for fighter levels when qualifying for Weapon Specialization and similar feats listed.
In addition, at every even level the archer can choose to instead take one of the following feats even if she does not meet the requirements: 2nd level - Mounted Archery, 4th level - Shot on the Run, 6th level - Snatch Arrow, 8th level - Defensive Shot, 10th level - Penetrating Shot, 12th level - Precise Shot: Improved, 14th level - Fleeting Fire, 16th level - Weapon Mastery (Any bow), 18th level - Rapid Fire, and 20th level - Defensive Archery.
Bowcraft [2nd level]
The archer receives a +2 bonus on all Craft (Bowmaking) checks.
Take Aim [3rd / 7th / 11th / 15th / 19th level]
When the archer take the full attack action, she can can choose to instead fire a single carefully aimed arrow that receives a +4 bonus to its attack roll. This bonus increases by +2 at 7th level and every four levels thereafter.
In addition, whenever the archer choose the Take Aim action, she makes a Concentration check. If the results of the check meet or exceed the AC of the target, she receives a additional +2 bonus to the arrow's damage roll and a +1 bonus for each five points that the Concentration check exceeds the target's AC.
Take Aim stacks with any feat or ability that affects a single shot and that is a free action to use, such as Sneak Attack and Precise Shot.
If the archer is struck in combat while taking the Take Aim action, she must make a separate Concentration (DC = damage taken from attack) or the aiming is disrupted, and the archer loses the bonuses to her attack and damage rolls, but can still make the single shot that round at her normal chances. [Extraordinary]
Sniper Shot [5rd / 9th / 13th / 17th level]
The archer deals Sneak Attack damage with ranged weapon attacks against any target within 30 feet that she either flanks or that is denied its Dexterity bonus to AC. She deals +1d6 points of Sneak Attack damage at 5th level and at every four levels thereafter.
Special Ability [11th/14th/17th/20th level]
The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with volleys of arrows. At 11th level and every three levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can selected only once:
- Archery: The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.
- Called Shot: The archer can attempt to strike a specific body part on a targeted creature within 30 feet, causing a debilitating secondary effect if the Called Shot a success. The archer must declare her intention to attempt a Called Shot and designate the specific body part (an arm, a leg, or an eye) on the targeted creature before the ranged weapon attack roll is made. The archer then makes a single standard attack at the archer's highest BAB with a -5 penalty. A successful attack deals weapon damage normally. But if the archer's attack roll exceeds the target's AC by 5 or more or resulted in a critical hit, the Called Shot is a success, striking the targeted body part and causing a debilitating secondary effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effect.:
- Arm: The creature struck must succeed an opposing attack roll or be disarmed and drop whatever it is holding with the arm struck. If the Called Shot also results in a critical strike, the creature also suffers 2 points of Strength damage and, until this Strength damage is healed, a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.) made with or that utlize the arm struck. A target with more than four arms are immune to these critical effects.
- Eye: The creature struck is partially blinded, suffering a -2 penalty to AC and to Diplomacy, Disguise, Search, and Spot checks until the partial blindness is removed. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage. If the target fails that saving throw, it dies immediately.
- Leg: The creature struck must succeed an opposing attack roll or be tripped and immediately fall prone. If the Called Shot also results in a critical strike, the creature suffers 2 points of Dexterity damage and, until this Dexterity damage is healed, a -2 penalty both to AC and to skill checks (Climb, Sleight of Hand, Use Rope, etc.) made with or that utlize the leg struck and a -5 penalty to its ground movement rate. A target with more than four legs are unaffected by Called Shots to their legs.
- Eye: The creature struck is partially blinded, suffering a -2 penalty to AC and to Diplomacy, Disguise, Search, and Spot checks until the partial blindness is removed. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage. If the target fails that saving throw, it dies immediately.
- Clever Aim: Against targets within 30 feet, the archer adds her Intelligence bonus to all ranged weapon damage rolls and to all confirming critical rolls.
- Eagle-Eyed: The archer suffers half the normal penalty due to distance on her ranged attack roles cause. Called Shots, Sharp Eye, and Sniper Shot now extend to targets within 60 feet.
- Ricochet Shot: The archer can attempt to strike a target within 30 feet with a Ricochet Shot, allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an unexpected angle, negating the protection of cover (even total cover) and catching the target flatfooted. Before the ranged weapon attack roll is made, the archer must declare her intention to attempt a Ricochet Shot against a single target within 30 feet, even if that creature has cover. The archer then makes a single standard attack at her highest BAB with a -5 penalty to the attack rolls, which replaces any associated benefits of cover; if the target has total cover, the attack roll is made at a flat -10 penalty. If the attack is a success, the Ricochet Shot deals weapon damage normally and renders the target flatfooted against the attack and sneak attack damage.
- Sharpshooter: When wielding any bow in which she has Weapon Focus or Improved Critical, the net threat range is increased by 1, she receives a +4 bonus to her confirming critical roll, and the damage multiplier increases by x1.
- Volley of Arrows: Once per day as a full attack action, the archer can fire an arrow at each target within range, to a maximum of one target per archer level. Each arrow uses the archer's highest BAB with a -2 penalty, and each enemy can be targeted by a single arrow.
- Called Shot: The archer can attempt to strike a specific body part on a targeted creature within 30 feet, causing a debilitating secondary effect if the Called Shot a success. The archer must declare her intention to attempt a Called Shot and designate the specific body part (an arm, a leg, or an eye) on the targeted creature before the ranged weapon attack roll is made. The archer then makes a single standard attack at the archer's highest BAB with a -5 penalty. A successful attack deals weapon damage normally. But if the archer's attack roll exceeds the target's AC by 5 or more or resulted in a critical hit, the Called Shot is a success, striking the targeted body part and causing a debilitating secondary effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effect.:
Alternative Class Features: Crossbowman (1st Level).
Archer Prestige Classes: arrow of light, darkbow, quickstring, sagittarian, sniper, woodland archer, and zen archer.
Epic Archer: The epic-level archer continues her Hit Die, skill point, Sniper Shot, Special Ability, and Take Aim progressions. In addition, she receives bonus feats at 25th level and every five levels thereafter (25th, 30th, 35th, etc.).
0 Comments:
Post a Comment
<< Home