THE ARCHER
The archer dedicates her life to prowess with the bow and arrow, developing her skill, speed, and accuracy to deadly pinnacles. Armed with bows and clad in light, if any, armor, the experienced archer is more skilled than a fighter bowman, faster than a hasted barbarian, and deadlier than the most cunning assassin – and can bring all three down in a storm of arrows.

Archer is a profession often pursued by humans, elves, and half-elves. The wind goddess Rone, in fact, began her legendary ascent to divinity as a mortal wild elf archer. With some revision, the archer class can be adapted for other ranged weapons, such as the crossbow.



GAME RULE INFORMATION
Archers (Ach) have the following game statistics.
Abilities: Dexterity is absolutely vital to the archer, as her prowess with the bow and ability to dodge blows depends upon it. Dexterity, Wisdom, and Strength also benefit many of her essential class skills. For those choosing the path of the zen archer, however, Wisdom may ultimately be the most important ability.
Base Attack Bonus: Medium (as a rogue)
Archery Attack Bonus: High (as a ranger)
Hit Die: d8
Saves: High Reflex
Alignment: Any
Starting Age: As a ranger
Starting Gold: 6d4 x 10gp
Favored Class: Archer is a favored class for Humans and Half-Elves, and an additional favored class for Elves (at the DM’s discretion).

CLASS SKILLS
The archer’s class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Profession (Wis), Ride (Dex), Spot (Wis), and Survival [Intuit Direction/Wilderness Lore] (Wis).

Skill Points at 1st Level: (2 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 2 + Intelligence modifier

CLASS FEATURES
All of the following are class features of the archer.
Weapons and Armor Proficiency: Archers are proficient with the club, dagger (any), dart, light mace, longbow (normal or composite), shortbow (normal or composite), and short sword. Archers are proficient with light armor but not with shields.

When in armor heavier than light, the archer loses the benefits of Archery, Deadly Aim, Defensive Firing, and Special Abilities. She can enjoy these class features in heavier armor only by selecting the Armored Archer Special Ability.

1 Archery, Bow Prowess, Point Blank Shot
2 Deadly Aim
3 Archery
4
5 Bow Specialization
6
7 Archery
8 Defensive Firing
9 Archery
10
11 Special Ability
12
13 Archery
14 Special Ability
15 Archery
16
17 Special Ability
18
19 Archery
20 Special Ability

Archery (1st/3rd/7th/9th/13th/15th/19th level): At 1st level and the indicated subsequent levels, the archer gains the benefit of one of the following feats when wearing light or no armor. She must meet any prerequisites for a feat chosen: Chariot Archery, Combat Agility, Dead Eye, Deflect Arrows, Deflect Ranged Attack, Ensorcel Missile, Far Shot, Greater Ensorcel Missile, Greater Weapon Focus (Any bow), Improved Critical (Any bow), Improved Mounted Archery, Improved Precise Shot, Improved Rapid Shot, Improved Zen Archery, Manyshot, Mounted Archery, Pinpoint Shot, Precise Shot, Quick Draw, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid Shot, Sharp-Shooting, Shot on the Run, Snatch Arrows, Weapon Focus (Any bow), and Zen Archery.

Bow Prowess: When wielding any bow (short or long, normal or composite), the archer uses her Archery Attack Bonus (AAB) for attack rolls. When wielding melee weapons and all other ranged weapons, she uses her Base Attack Bonus (BAB).

The archer generally uses her BAB, when applicable, when meeting the pre-requisites of feats and prestige classes. However, she may use her AAB when qualifying for any feat on the Archery feat list or for any archery-based prestige class, such as arcane archer, deepwood sniper, heartseeker, order of the bow initiate, peerless archer, and zen archer.

Point Blank Shot: The archer receives the Point Blank Shot feat for free at 1st level. Unlike her Archery feats, she enjoys its benefit in or out of armor.

Deadly Aim (2nd level): By aiming carefully at a stationary target, the archer can increase her chances of striking that target with a single arrow. The archer can opt to forego her regular attacks that round and aim at the target with a single arrow, a full round action that grants her a +2 circumstance bonus to her attack roll. The archer can continue to aim for an additional number of rounds equal to half her archer level. Each additional full-round spent aiming requires a Concentration check (DC 15); success adds another +1 bonus to her attack, failure requires her to let loose her arrow that round or lose any accumulated bonuses. (She cannot Take 10 on this check.) If the target moves more than 5 feet from its starting position while the archer is aiming, all bonuses are lost, although she can still fire her arrow at her normal AAB bonus. If the archer takes damage while aiming, she must succeed at a Concentration check (DC 10 + damage dealt) or lose any accumulated bonuses; succeeding at the check requires her to let loose her arrow that round or lose accumulated bonuses. Deadly Aim does not stack with other aiming bonuses.

Bow Specialization (5th level): At 5th level (or at any level thereafter at which she qualifies), the archer receives the Weapon Specialization feat with a single bow with which she enjoys Weapon Focus, gaining a +2 bonus to damage rolls with that bow against targets within 30 feet. This does not stack with any existing Weapon Specialization.

Defensive Firing (8th level): Generally, firing a ranged weapon provokes an attack of opportunity from threatening enemies. The archer can now attempt to fire her bow without provoking this attack. This requires that she make a Concentration check as she fires each arrow, with DC 15 for the first arrow and a cumulative +3 DC for each subsequent arrow (DC 18 for the second arrow, DC 21 for the third arrow, etc.). Success results in firing the arrow without provoking the attack; failure results in provoking an attack of opportunity with that shot and any subsequent shots attempted that round, as normal.

Special Ability (11th/14th/17th/20th level): At 11th level and every three levels thereafter, the archer selects an extraordinary Special Ability of her choice from the following:

Epic Archer: The epic-level archer continues her Hit Die and skill point progressions. She also continues to receive Special Abilities at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.). In addition, she continues to receive the Archery class feature at 21st level and every other level thereafter, except at levels she also receives a Special Ability (21st, 25th, 27th, 31st, etc). She adds the following feats to the Archery list: Combat Archery, Distant Shot, Epic Deflection, Epic Reflexes, Epic Weapon Focus (Any bow), Epic Weapon Specialization (Any bow), Improved Manyshot, Infinite Deflection, Legendary Sniper, Reflect Arrows, Swarm of Arrows, and Uncanny Accuracy.


NEW FEATS:

ARMORED MOBILITY [Fighter] [General]
You can ignore some of the more restrictive aspects of wearing armor.
Prerequisite: Armor Proficiency (Any), Dex 14, Str 10.
Benefit: When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by 1 and the Armor Check Penalty is decreased by 1 (to a minimum of 0).

BLUEBLOODED [General]
You were raised or mentored by nobility
Benefit: Diplomacy and Knowledge (Nobility) are always considered class skills for you. In addition, you receive four times the normal starting gold for your class.
Special: This feat can only be taken at 1st-level.

CENTERED [General]
You have an exceptional sense of direction.
Benefit: You get a +2 bonus on all Balance and Survival [Intuit Direction/Wilderness Lore] checks.

ENSORCEL MISSILE [General]
Your arcane nature extends to the arrows you fire.
Prerequisite: Ensorcel Weapon feat, Precise Shot feat.
Benefit: All of the missiles you fire act as if under the effects of magic weapon as cast by a 1st-level sorcerer, granting the missiles a +1 enhancement bonus as long as they are fired by your hand. This is a supernatural effect.

EQUESTRIAN [General]
You are skilled at riding horses.
Benefit: You get a +2 bonus on all Handle Animal and Ride (Horse) checks.

GREATER ENSORCEL MISSILE [General]
Your arcane nature extends to the arrows you fire.
Prerequisite: Ensorcel Missile feat, Precise Shot feat.
Benefit: All of the missiles you fire act as if under the effects of greater magic weapon as cast by a 6th level sorcerer, granting the weapon a +2 enhancement bonus as long as they are fired by your hand. This is a supernatural effect.

IMPROVED ARMORED MOBILITY [Fighter] [General]
You can ignore some of the restrictions of wearing armor.
Prerequisite: Strength 16, Dexterity 13, Armored Mobility feat.
Benefit: The benefits granted by the Armored Mobility feat are increased. When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by 2, the armor check penalty is decreased by 2 (to a minimum of 0), and the Maximum Speed is increased by 5 (to a maximum of your normal movement rate).

IMPROVED ZEN ARCHERY [General]
You can apply your Wisdom modifier to all ranged attacks.
Prerequisite: Wisdom 15, BAB +6, Zen Archery feat.
Benefit: The benefit of the Zen Archery feat now extends to all ranged attacks, including those beyond the 30-foot range limit.
Normal: The Zen Archery feat only applies to ranged attacks within 30 feet.

MORADIN’S EYE [General]
You have uncanny accuracy when throwing either axes or hammers.
Prerequisites: Dwarf, Weapon Proficiency with any axe or hammer.
Benefits: You get a +2 to attack and damage rolls when throwing either axes or hammers (designated when the feat is taken) at any target within 30 feet.
Special: You can take this feat twice, choosing either axes or hammers the second time.

QUICK [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves.

TACTICAL DODGE [General]
You cleverly evade blows.
Prerequisite: Intelligence 14, Dexterity 14, Dodge feat, Expertise feat.
Benefit: Against the subject of your Dodge feat, you can apply your Intelligence modifier as dodge bonus to your AC when in light or no armor.


Feat Sources: All non-epic feats are from the Player’s Handbook, except as follows: Deities & Demigods: Sharp-Shooting; Dragon Magazine: Combat Agility (284), Dead Eye (304), Deflect Ranged Attack (274), Improved Mounted Archery (285), Improved Rapid Shot (275), Legendary Sniper (296), Ranged Disarm (274), Ranged Pin (274), Ranged Sunder (274), Zen Archery (303); Epic Level Handbook: Manyshot (v1); Sword & Fist: Chariot Archery, Sharp-Shooting (again), Snatch Arrows, Zen Archery (again); WotC Website: Manyshot (v2), Pinpoint Shot.

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