Alignment: Any. Hit Die: d8.

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1 Archer Of history s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as universal or as long-lasting as the bow. By the power of resistance and elasticity, a bow can carry projectiles great distances, leading to sweeping changes in the possibilities one might expect to meet his end. The bow s utility ensured that it was used as a tool by many: the hunter, who did not wish for his prey to notice his presence before the final blow is struck; the assassin, who fells his targets safely and quietly from the shadows; and the soldier, who would blanket the sky with withering shafts of wood and metal, en masse. Whichever the vocation or way of life, those that pour their focus and abilities into the use of the bow above all else are known as archers. Not surprisingly, the archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. The archer has little use for the typical trappings of other warriors, donning lighter vestments that won t weigh him down. Due to the focus of the archer on his preferred method of combat, little time is spent in the use of any other weapon, save the most basic implements. One would find such a short-coming hard to take advantage of, as the archer s fleet movement makes most attempts to close the distance futile. Role: Archers are ranged artillery specialists, able to deal death with a quiet hum of their bows. Often quiet and stealthy, they are able skirmishers and ambushers. Alignment: Any. Hit Die: d8. Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Class Skills The archer s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 4 + Int modifier. Table 3-3: The Archer Level Base Attack Fort Reflex Will Bonus Save Save Save Special 1 st Archery Style, Aim (+1), Limit Breaks 2 nd Precision Shot (+1d6), Hawkeye 3 rd Deadshot, Aim (+2), Evasion 4 th High Ground, Expert Archer 5 th Improved Archery Style, Aim (+3), Hunter Trick 6 th Fast Movement (+10 ft.), Precision Shot (+2d6), Trick Shot 7 th Improved Deadshot, Aim (+4), Hunter Trick 8 th +6/ Uncanny Dodge 9 th +6/ Safe Shot, Aim (+5), Hunter Trick 10 th +7/ Archery Style Mastery, Precision Shot (+3d6) 11 th +8/ Ranged Cleave, Aim (+6), Improved Evasion, Hunter Trick 12 th +9/ Fast Movement (+20 ft.), Take Aim

2 13 th +9/ Evasive Archer, Aim (+7), Hunter Trick 14 th +10/ Critical Aim, Precision Shot (+4d6) 15 th +11/+6/ Penetrating Shot, Aim (+8), Hunter Trick 16 th +12/+7/ Threatening Shot 17 th +12/+7/ Volley, Aim (+9), Hunter Trick 18 th +13/+8/ Fast Movement (+30 ft.), Precision Shot (+5d6), Improved Uncanny Dodge 19 th +14/+9/ Ranged Defense, Aim (+10), Hunter Trick 20 th +15/+10/ Master Archer Class Features All of the following are class features of the archer. Weapon and Armor Proficiency: Archers are proficient with all simple weapons, plus longbow, shortbow, composite longbow, composite shortbow, and greatbow. Archers are proficient with light armor, but not with any type of shields. Limit Breaks (Su): At 1st level, the archer receives the Limit Breaks (Hail of Arrows and Trueshot Arrow). Hail of Arrows (Su): This Limit Break allows the archer to shoot a single arrow into the area within 60 feet. As the arrow descends, it splits into hundreds of arrows raining down upon his enemies. Enemies within a 20-ft.-radius of the indicated area the archer has chosen suffer 1d6 points of damage per archer level, a Reflex save (DC 10 + half of the archer s level + his Dexterity modifier) for half damage. Trueshot Arrow (Su): This Limit Break allows the archer to fire an arrow at any opponent at three times the maximum range without any penalties for the round. The archer receives a +1 competence bonus on the Attack roll per archer level. If the attack hits, the damage is maximized. Archery Style (Ex): At 1st level, the archer is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears light armor. He loses all benefits of this ability when wearing medium or heavy armor. Aim (Ex): Starting at 1st level, as a full-round action, the archer can make one shot count. The archer gains bonuses to attack and damage rolls when using bows and crossbows, indicated on the archer class table above. In addition, starting at 2nd level, the archer adds his precision shot damage and counts as a readied action for deadshot purposes. Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 3 levels beyond 2nd. Precision Shot (Ex): Beginning at 2nd level, the archer adds the indicated damage bonus to any shot he makes against a foe who is denied Dexterity to AC (whether the target already has a Dexterity bonus or not). This extra damage is 1d6 at 2nd level, and it only applies when the archer uses a bow while within 30 feet of the target. The extra damage increases by 1d6 every four archer levels thereafter. At 16th level, when the archer gains the ability to flank with the bow, this damage also applies to shots against flanked targets. The archer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An archer cannot make a precision shot while striking a creature with concealment.

3 Evasion (Ex): At 3rd level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archer is wearing light armor. A helpless archer does not gain the benefit of evasion. Deadshot (Ex): At 3rd level, when an archer attacks with a bow or crossbow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll. High Ground (Ex): After 4th level, if the adventuring archer is at least 5 vertical feet above their target, they gain a +2 circumstance bonus to all attack rolls made against them. The effective range of the archer's special abilities (such as Precision Shot and Point Blank Shot) is doubled. The effects of this ability cannot increase the range of the archer's attacks beyond the archer's maximum range. Expert Archer (Ex): At 4th level, an archer gains a +1 bonus on attack and damage rolls with bows and crossbows. This bonus increases by +1 for every four levels beyond 4th. Improved Archery (Ex): At 5th level, an archer s aptitude in his archery improves. He is treated as having the Bullseye Shot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears light armor. He loses all benefits of this ability when wearing medium or heavy armor. Hunter s Tricks: At 5th level, an archer learns the use of hunter s tricks, which typically grant a boon or bonus to the archer or a nearby ally. At 5th level, the archer learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. An archer can use these tricks a total number of times per day equal to half his archer level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can t be retrained. An archer cannot select an individual trick more than once. The following is a list of hunter tricks and their effects. Aiding Attack (Ex): The archer can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the archer s next turn gains a +2 circumstance bonus on that attack roll. Archer s Counsel (Ex): As a swift action, the archer can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The archer must have at least one rank in the chosen skill. This bonus lasts for 1 round. Catfall (Ex): The archer can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the archer takes no damage from the fall, he does not fall prone. Chameleon Step (Ex): The archer can move up to twice his speed as a move action. The archer does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal. Cunning Pantomime (Ex): As a standard action, the archer can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the archer suffers a 4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick. Deft Stand (Ex): The archer can spend a move action to stand up without provoking attacks of opportunity.

4 Distracting Attack (Ex): The archer can use this trick as a free action before he makes an attack. If the attack hits, the target takes a 2 penalty on all attack rolls for 1 round. Hobbling Attack (Ex): The archer can use this trick as a free action when he hits with an attack. The target of the attack s land speed is reduced by 1/2 for 1d4 rounds. Quick Climb (Ex): The archer can climb at his full speed as a move action without penalty. Quick Healing (Ex): As a swift action, the archer can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the archer can administer a potion to an unconscious character as a move action. Quick Swim (Ex): The archer can swim at his full speed as a move action without penalty. Rattling Strike (Ex): The archer can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. Second Chance Strike (Ex): When he misses with a melee attack, the archer may reroll his attack at a 5 penalty. Using this ability is an immediate action. Skill Sage (Ex): As a free action, the archer can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. Stag s Leap (Ex): As a free action, the archer can attempt a running jump without moving 10 feet before the jump. Surprise Shift (Ex): The archer can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. Tangling Attack (Ex): The archer can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round. Tricky Shot (Ex): As a standard action, the archer can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. Uncanny Senses (Ex): As an immediate action, the archer gains a +10 insight bonus on Perception checks for 1 round. Upending Strike (Ex): The archer can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target. Vengeance Strike (Ex): The archer can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The archer can make a single melee attack at his highest base attack bonus against the creature who attacked his ally. Fast Movement (Ex): At 6th level, when not firing or reloading, archer can quickly change position. When wearing light armor and carrying no more than a light load, his base move speed increases by 10. This bonus increases to 20 at 12th level and increases again to 30 at 18th level. Trick Shot (Ex): At 6th level, an archer can choose one of the following actions: disarm, feint, or sunder. He can perform this action with a bow or crossbow against any target within 30 feet, with a 4 penalty to his attack

5 roll. Every four levels beyond 6th, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal. At 14th level, he may also choose from the following actions: bull rush, grapple, trip. A target grappled by an arrow or bolt can break free by destroying the archer s arrow or bolt (hardness 5, hit points 1, break DC 13) or with an Escape Artist or Strength check (against the archer s 4 penalty). Improved Deadshot (Ex): At 7th level, when an archer attacks with a bow or crossbow as a readied action, his target is denied its Dexterity bonus to its AC. Uncanny Dodge (Ex): Starting at 8th level, an archer can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An archer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If an archer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Safe Shot (Ex): Beginning at 9th level, the archer no longer provokes attacks of opportunity when making a ranged attack with his bow or crossbow. When making other ranged attacks, such as throwing a dagger, the archer provokes as normal. Archery Style Mastery (Ex): At 10th level, an archer s aptitude in his archery improves again. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears light armor. He loses all benefits of this ability when wearing medium or heavy armor. Ranged Cleave (Ex): A bow or crossbow in the hands of an 11th-level archer becomes a weapon capable of shots with incredible power and precision. Whenever an archer deals enough damage to a creature with a bow or crossbow to drop the creature below 0 hit points, the archer receives a second attack against another creature within half the weapon s range increment of the first target. If the second target is dropped below 0 hit points by the attack, the archer may take a third attack against another creature within one-quarter of the weapon s range increment from the second target, and so on the maximum distance between potential targets halving each time a target is successfully dropped. Improved Evasion (Ex): At 11th level, the archer's evasion ability improves. This works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless archer does not gain the benefit of improved evasion. Take Aim (Ex): At 12th level, an archer may spend a full round to aim at a target. If the target remains stationary (moves no more than 5 feet), he may add half his class level to all ranged attacks he makes against that target within the next round. Evasive Archer (Ex): At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. Critical Aim (Ex): At 14th level, the archer's aim becomes a precise deadliness. The critical threat range of all bows and crossbows in the hands of the archer is increased by 1. At 18th level, this increases by 1 again. This increase stacks with Improved Critical and Keen effects. Penetrating Shot (Ex): At 15th level, when an archer confirms a critical hit with a bow or crossbow, the arrow or bolt pierces the target and can strike another creature in line behind it. The archer must be able to trace a line

6 starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a 4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the arrow or bolt can continue to hit another target, but the penalties stack. Threatening Shot (Ex): Beginning at 16th level, the archer is so deadly with his bow or crossbow, he may flank targets. He threatens an area at 10 ft. away, but not adjacent. Volley (Ex): At 17th level, as a full-round action, an archer can make a single bow or crossbow attack at his highest base attack bonus against any number of creatures in a 15-foot-radius burst, making separate attack and damage rolls for each creature. Improved Uncanny Dodge (Ex): An archer of 18th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him, unless the attacker has at least four more character levels than the archer does. Ranged Defense (Ex): At 19th level, an archer gains DR 5/- against ranged attacks. In addition, as an immediate action, he can catch an arrow or bolt fired at him and shoot it any target he chooses. The archer must have at least one hand free (holding nothing) to use this ability. Master Archer (Ex): At 20th level, an archer s skill with archery becomes legendary. Any attacks made with that any bow or crossbow the archer wields automatically confirm all critical threats and have their damage multiplier increased by 1 ( 2 becomes 3, for example). In addition, he cannot be disarmed while wielding any bow or crossbow.

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