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.