Just about anyone can shoot a crossbow,
and all trained warriors can use bows with normal proficiency. The archer,
though, is a master of the bow. In his hands, the common longbow can be
made to do amazing things, and the common arrow seems to come alive in
mid-flight. So great are the archer’s skills that many archery tournaments
bar the class from participation. Others entreat them come that they might
dazzle audiences with their skills. Whether it be hitting the bull’s-eye
multiple times, nailing two separate targets simultaneously, bending the
arrow’s flight around corners, or shooting behind-the-back shots while
blindfolded and standing on a tightrope, the archer’s poise and confidence
with his weapon cannot be underestimated. As he gains experience, the
archer learns not only these tricks, but also the more mundane and useful
abilities of shooting from horseback without penalty, firing into combat
with no fear of hitting allies, and compensating for high-velocity winds and
other obstructions. In short, he becomes nothing short of amazing.
Adventures:
For all the same reasons that a fighter would strike out to adventure, the
archer sees the adventuring road as laden with opportunity. He may be
called upon specifically to provide long-range cover, or to pick off the
party’s opponents from a treetop. They come from all walks of life, rich
and poor, well bred and ignorant. Each has his own goal, some chasing down
a hated enemy and some hoping to make one. Many are in it simply for the
fabled riches to be had.
Characteristics:
Archers are often loners, and even when joining an adventuring party, they
tend to stick to themselves in the camps, at taverns, or while walking the
trails. Their lives were spent studying the finer points of bowmanship,
learning to do things most bowmen only dream about. They stand alone in
their training, and they often die alone in their quest. The archer makes
friends slowly, but once a friend is made, he all but vows his eternal
loyalty. Archers approach their skills with a somberness that earns them a
reputation for not knowing how to have any fun, but his solemnity applies
only when exercising his weapon.
Alignment:
The archer can be of any alignment, but tends strongly toward lawfulness.
As the requisite training to become a master sharpshooter involves a high
level of discipline, the archer tends toward an ordered life, including
early mornings and many hours each day of target practice. Only a few are
very dour, but this stereotype seems to have settled upon all archers. Even
those who have abandoned traditional rules of archery for their own brand of
showmanship are very strict about following their personal style. Aiming a
bow at the eye of an unseen target around a corner in blinding fog is not
something to approach lightly.
Religion:
As distant cousin to the ranger, the archer usually worships the gods of
nature, or even the neutral forces of nature themselves, as a druid might.
This certainly is not absolute, as some archers are combatants to the core
and tip their hats to the gods of war, strength and valor. Evil archers are
liable to worship the gods of slaughter, death, or vengeance. Some embrace
gods of the road or traveling.
Background:
A great many archers are former military men, trained specifically for the
archery companies of the standing army. Just as many are loners who roam
the forested lands, associating with the rangers or druids who frequent
those parts. A falling out with military strictures or a small calamity in
the woods may be reasons to drive an archer into adventure.
Races:
Elves and their half-elf brethren are the consummate archers, taking to the
bow with a natural grace that none can rival. Humans, with their natural
adaptability, are also good candidates for this class. The smaller races of
halfling and gnome do not make good archers, even with their high dexterity,
because they must use smaller bows that are greatly reduced in
effectiveness. Dwarven archers are uncommon, but not unlikely. Half-orc
archers are rare, but one raised among humans might take up the bow rather
than the giant double axe.
Other Classes:
An adventuring archer is a great asset to any party, lending his volley of
fire to enemies before they have a chance to close for melee. In melee, he
often finds foes on the periphery to pick off one by one, and usually
concentrates his fire on spellcasters who purposefully stand to the outside
of battle. Paladins (and fighters with a little misguided bravado) might
consider him cowardly for not entering the foray, and his lack of injury
when the fight is done only adds to their consternation. In the end though,
they are usually glad for his dropping a few enemies so they didn’t have
to. But like any fighter, the archer is not without a melee weapon, and he
knows how to use it if he has to. He realizes that sometimes the battle
comes to him, and there’s no escaping it. The archer relates well to all
the classes, but befriends none too quickly. Only the ranger finds much in
common.
Abilities:
Dexterity is certainly the most important ability for the archer, not only
for mastery of his ranged weapons, but also for his lack for a shield and
his customary light armor. Strength is also important for using mighty bows
and for the melee combat that he cannot avoid. And as with any other
warrior class, constitution plays an important role in the archer’s
survival.
Hit Die:
d8
Restrictions/Requirements:
DEX 14+; can multi-class ONLY with Fighter or Ranger, or appropriate
prestige class.
Skill Points/Level:
At first level: (2+INT mod) x4 (+4). Thereafter: 2+INT mod (+1) per level.
Skills:
Craft (bowyer/fletcher), Hide, Listen, Move Silently, Ride, Sense Motive,
Spot, Survival, and Use Rope.
Starting Gold:
6d4 x 10.
Armor & Weapon Proficiencies:
The archer is proficient with all simple weapons. Further, he is proficient
with all martial bow-type weapons and all exotic bow-type weapons. He is
not proficient with any other martial or exotic weapons, including other
types of ranged weapons. He is proficient with all light and medium armor,
but not with shields. The archer starts his adventuring days knowing
everything there is to know about bowed weapons. He begins with one
masterwork bow of his choice (not exotic), and a quiver full (20) of
masterwork arrows/bolts.
The Archer’s Table
Master of Bows: The archer begins play with full
knowledge of every type of bowed weapon there is. Even if he’s never seen
its kind before, if the weapon launches an arrow or bolt, the archer
instinctively knows how to use it. He does not suffer the –4 penalty to
attack with an exotic weapon that fires an arrow or bolt. This penalty
still applies to other exotic ranged weapons (like the pistol) and all
exotic melee weapons.
Ranged Sneak Attack: Any
time the archer's target would be denied his dexterity bonus to AC, the
archer deals extra damage on a successful hit. Only ranged attacks may
apply this extra damage, and only if the attack is within 30 feet.
Such deadly accuracy is not possible beyond this range. The extra
damage increases by +1d6 every six levels thereafter. This sneak
attack damage stacks with damage from sneak attack abilities granted by
other classes, such as the rogue.
Bonus Feat:
Beginning at 2nd level, and for every three levels afterwards,
the archer gains a bonus feat. This is in addition to the normal feats that
each character class gains. These bonus feats must be chosen from this
list: Far Shot, Greater Weapon Focus (any bow), Greater Weapon
Specialization (any bow), Improved Called Shot, Improved Critical (any bow),
Improved Initiative, Improved Precise Shot, Manyshot, Mounted Archery,
Mounted Combat, Precise Shot, Point Blank Shot, Quick Draw, Rapid Reload,
Rapid Shot, Shot on the Run, Weapon Focus (any bow), Weapon Specialization
(any bow). These feats may be chosen as desired, but any prerequisites must
be met as normal.
Uncanny Accuracy: At 3rd
level, the archer may roll the d20 twice for an attack roll with any bowed
weapon, taking the higher of the two rolls. The player must declare
that he is using this ability before making the rolls. This ability
may be used once per day at 3rd level, increasing by one additional use per
day every six levels thereafter.
Special Ability:
The archer alone masters the bow to the point of dazzling displays of
talent. Beginning at 4th level, and for every four levels
afterwards, the archer develops a special ability. These special abilities
are chosen from this list, and may be selected as desired with no special
prerequisites necessary (unless stated otherwise):
Deadly Aim:
By concentrating on a specific location on his target, the archer gains a
+10 bonus to hit with one attack. The archer must maintain concentration
for the full round, thus allowing only a single attack. If this
concentration is broken for any reason, he must make a Concentration check
(as a spellcaster would to keep his spell; see the skill description for
examples) or lose the bonus to his aim. The shot is still fired, but at
normal bonuses to hit. This ability is also useful for targeting objects
and trap triggers, as well as making “called shots” on creatures.
Deadly Strike:
The archer zeroes in on the most critical part of his target. As a full
round action, the archer may make one attack more deadly than it otherwise
would be. The extra damage equals the archer’s level plus his Wisdom
(perception) modifier.
Deflected Shot:
Using his knowledge of angles, the archer sizes up a solid and sturdy
object, using it to rebound an arrow/bolt to his target. By using this
technique, the target creature is caught off guard and is considered
flat-footed even if he was fully aware of the archer’s presence. The object
of deflection must be capable of deflecting a missile; that is, it must
consist of a reasonably hard material that will not readily absorb the arrow
or bolt. A creature may be used to deflect the shot only if it has scaly
natural armor or is wearing hard leather, banded, scale, splint or plate
armor. The archer must first roll to hit the deflection target with a
ranged touch attack (if deflection target is an ally—a risky undertaking—the
ally may opt not to defend himself, thereby making his AC effectively a
10). A hit indicates the missile deflected off the surface, armor or
natural armor as planned. The archer then rolls to hit the intended target
for normal damage. If the archer “misses” his deflection target, roll a
second time to hit the same AC plus any armor bonuses; this time a hit
indicates that the arrow stuck into the deflection target, dealing normal
damage (and critical hits apply). A miss on the second roll indicates that
the arrow did indeed deflect, but with no hope of striking the intended
target. The angle of deflection must be no more than 90 degrees. Note: if
the deflection target is protected by magic that deflects missiles anyway
(like protection from arrows), the archer may certainly use this to
his advantage.
Guided Missile:
The archer makes a quick judgment as to distance, angle and wind direction,
and then adjusts his arrow or bolt to respond accordingly. As a full round
action, he removes part of the fletching, twists or bends the shaft
slightly, or runs grooves down the length of the shaft, and then fires to
make his missile hook or slice through the air, whipping around objects that
otherwise would prevent an attack. The archer must be able to see the
target to hit at no penalty. Otherwise, if he at least knows the target is
there but cannot see it, consider the target to be fully concealed; that is,
the archer has a 50% chance to miss. He takes a single shot at his full
bonus and may strike a target that is at least 30’ away. The angle of curve
he may gain from this ability is equal to 1 degree of arc per foot of
distance, up to a maximum of 90 degrees. The distance covered is limited
only by the range increment of his weapon. For example, Jarvis the archer
sees his quarry run around the corner of a building and down an alley. He
knows he has but one chance to land a shot before his target is safe on the
other side of a door. The distance between them is approximately 50 feet.
Jarvis steps to a spot (a 5-foot step) that gives him about a 45-degree
angle, then prepares the arrow and fires. Because Jarvis cannot see his
target, he is 50% likely to miss, but rolls a 72 on the d%, landing a blow.
His attack roll beats his quarry’s AC, and so he deals normal damage to a
target around a corner in a dark alley, a target he cannot even see.
One-hand Operation:
His expertise with a crossbow has gained the archer the ability to use the
weapon with only one hand by bracing the stock of the bow against his body
(or another stable object) while loading and cocking the mechanism. This
frees his off hand to hold a shield, wield a sword, pull a potion from his
belt, hang onto or climb a tree, rope or cliff, or even operate a second
crossbow—penalties for two-weapon fighting notwithstanding. Note: this
ability cannot be used with standard bows, and the archer must have a
Strength score of at least 14. One-hand Operation does not reduce the time
requirements for loading a crossbow.
Penetrating Shot: The
archer may use a full round action to make a single shot with any bowed
weapon so devastating that the attack ignores the target's armor bonus,
shield bonus, and natural armor bonus. The attack is effectively a
ranged touch attack.
Scattershot:
The archer rips off a portion of the fletching of two arrows and so aligns
the arrows along his string that when he fires, they shoot off at angles
toward two different targets. The archer must roll an attack roll for each
target (at his highest attack bonus, but with a -2 penalty for each arrow).
The two targets must be within 20’ of each other. Because of the time
required to properly remove the fletching and align the arrows, this ability
can be used only once per round as a full round action. The archer may fire
simultaneously as many arrows as he has number of attacks per round.
Note: this ability cannot be used with crossbows.
Special Delivery:
Arrows and bolts certainly aren’t the only things the archer can launch from
his weapon. With this ability, a wide variety of things may be attached to
the shafts or heads of the missiles and delivered at range. This obviously
includes notes, burning rags, and extended ropes. But consider the benefits
of launching a small battering ram, a grenade-like projectile, a grappling
hook, or miscellaneous small objects. When attaching any foreign object to
the shaft of his missile, or launching the object directly, the archer
incurs no penalty to hit (a –4 to –8 penalty might normally be levied for
this kind of maneuver). This ability necessarily requires a full round
action.
Trick Shot:
While most bowmen were practicing the rudiments of shooting, the archer was
honing his fancy, “show-off” stunts. This has gained him the ability to
accomplish some fairly amazing techniques. As a standard action, the archer
may fire his bow from just about any precarious position or situation
imaginable with no penalty to the attack roll for the inherent difficulty of
the task (a –4 to –8 penalty might normally be levied on an inordinately
difficult maneuver). This would include behind-the-back shots, upside-down
shots, no-look shots, hip shots, mirror-shots, shots while falling, or
nearly anything else. Certainly, it should be at least remotely possible to
do, but ultimately the plausibility of a Trick Shot is decided by DM
adjudication.
Close Combat: The archer
is trained and experienced in using his bow in all types of situations.
At 6th level, he does not suffer an Attack of Opportunity when firing his
bow in a threatened square.
Opportunity Shot: At 10th
level, the archer's eyesight and reflexes have developed to near impeccable
levels. He is now considered to be threatening opponents with his bow,
and may make attacks of opportunity against his foes as they move past the
archer's threatened squares.
Keen Arrows: At 12th
level, all projectiles the archer fires behave as if they had the keen
ability, in addition to any other properties that they might possess,
increasing the critical threat range of the archer's attacks by one.
The ability does not stack with any other keen effects.
Superior Critical Damage:
At 18th level, the multiplier for the archer's critical hits increases by
one; for example, a x3 increases to x4.