MammonAzrael
2011-01-12, 07:37 PM
Archer
http://www.wizards.com/dnd/images/cw_ag/75421.jpg
Gallaren, an elven archer, taking aim at a trespasser.
Since creatures first killed each other with stones and fists, they have wondered “How can I kill my enemy without being killed?” Keeping your distance seems like a fine way to avoid their pointy bits of metal, and thus was throwing things born. The art of killing from a distance has evolved much since its humble beginnings, becoming as much an art as an instrument for delivering swift death. Those truly dedicated have taken the path of the archer.
Becoming an archer
To become a true archer is to do more than just pick up a bow. To an archer, his chosen weapon becomes an extension of his arm, allowing him to touch his enemies from a great distance. He may have other interests, but an archer’s true passion will always be the art delivering death from a distance. Some places frown upon the lethality, and as such have turn it into a sport of precision and focus, but the archers are no less skilled or devout in honing their abilities.
Fighters are by far the most common archers, their skills on the battlefield translating to a frank understanding of the advantages of killing from a distance. Rogues, especially those with a penchant for assassination, sometimes take this path, pouring their deft skill into placing arrows as accurately, and painfully, as possible. Rangers, while sharing some innate interest in the bow, rarely devote themselves to the degree of study of ranged combat required, often keeping their attentions more divided.
Entry Requirements
Base Attack Bonus: +5
Skills: 5 ranks in Craft (Bowmaking)
Feats: Point Blank Shot, Weapon Specialization (any ranged weapon)
Hit Die: d8
Skill Points: 4 + Int modifier
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis)
Level|
BAB|Fort|Ref|Will|Special
1|+1|+2|+2|+0|Ranged precision, take aim
2|+2|+3|+3|+0|Close combat shot, deadly precision +1d8
3|+3|+3|+3|+1|Bonus feat, lethal marksman
4|+4|+4|+4|+1|Deadly precision +2d8
5|+5|+4|+4|+1|
6|+6|+5|+5|+2|Deadly precision +3d8, expert shot
7|+7|+5|+5|+2|
8|+8|+6|+6|+2|Bonus feat, deadly precision +4d8
9|+9|+6|+6|+3|
10|+10|+7|+7|+3|Deadly precision +5d8
Weapon and armor proficiencies
An archer gains no additional weapon or armor proficiencies.
Ranged Precision (Ex)
The archer has spent countless hours training to place his shots accurately, to inflict the maximum amount of damage with his weapon of choice. An archer may add his Dexterity modifier to all damage he deals with ranged weapons as precision damage. At 5th level this damage is no longer considered precision damage. At 9th level he may add twice his Dex modifier.
Additionally, an archer may deal precision damage with ranged weapons as long as he is within 30' + 5' per class levels of his target.
Take Aim (Ex)
The archer may spend a full round action, during which he focuses on his target, excluding everything else from thought, and then unleashes a single ranged attack at his highest base attack bonus. He gets a bonus on this attack roll equal to half his class level and it ignores all interference from weather conditions (including spells like Wind Wall), and he receives a -2 penalty to AC until his next turn. At 4th level he may ignore miss chances from concealment and spells like blur. At 7th level he may make a second ranged attack with a -5 penalty to the second attack roll. At 10th level attacks rolls made with this ability are considered to be 5 higher for purposes of determining if the attack threatens a critical hit.
Close Combat Shot (Ex)
At 2nd level an archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Deadly Precision (Ex)
At 2nd level the archer may deal an extra 1d8 points of precision damage on ranged attacks. This damage increases an additional 1d8 every 2 levels (2d8 at 4th, 3d8 at 6th, 4d8 at 8th, and 5d8 at 10th). Since it is precision damage it cannot be applied to creatures immune to critical hits.
Bonus Feat
At 3rd level the archer gains a bonus feat from the list given below. Your archer levels are considered fighter levels for the purpose of qualifying for feats. You must meet the prerequisites for the feat you select. The archer gains another bonus feat at 8th level.
Bonus Feat List: Able Sniper, Bowslinger, Deadeye Shot, Far Shot, Improved Critical (ranged weapons only), Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Plunging Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Ranged Weapon Mastery - Bludgeoning/Piercing/Slashing, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, Greater Weapon Focus (ranged weapons only), Greater Weapon Specialization (ranged weapons only), Woodland Archer, Zen Archery.
Lethal Marksman (Ex)
At 3rd level all ranged weapons the archer wields are treated as having a critical threat range 1 larger (a threat range of 20 becomes 19-20). At 5th level their critical multiplier is treated as being 1 larger (a multiplier of x3 becomes x4). At 7th level the critical threat range increases by an additional 1 (a normal threat range of 20 is considered 18-20). At 9th level the critical multiplier increases by an additional 1 (a normal multiplier of x3 is considered x5). These increases are applied after effects that increase critical threat ranges and multipliers (like Improved Critical).
Expert Shot (Ex)
At 6th level an archer becomes extraordinarily skilled at finding chinks in the armor of nearby foes. Archers may ignore any armor bonuses to the AC of targets within 30'.
Playing an archer
Archers come in all shapes and sizes. While most focus on the longbow, they are by no means the only weapon of choice. Crossbows, throwing axes, even daggers, have become deadly in the hands of an archer. The archer, regardless of temperament or station, is a being of precise action. They aim for something, and they hit it. This can lead to single-mindedness, a focus on their target to the exclusion of all else, though the more skilled they become the more archers are able to adjust to other influences, while still driving towards their goal with determination.
Combat
Archers chose their targets carefully, usually starting with those furthest away. Not only does this help to hone your abilities by constantly challenging yourself, but those farthest from the battle are usually those easiest to fell with a well-placed shaft. Wielders of magic are an archer’s most common target on the battlefield, as the destruction they can bring to bear is far more than the punishment they can take. While any archer is skilled enough in battle to stand face to face with his opponent, that is never a desired position. Like the targets they select, and archer will always prefer to have an ally standing in front of them.
Advancement
Thanks to the level of precision demanded in archery, many archers will focus on dealing as much as they can, gaining sneak attack or other precision-based damage bonuses. Because of their tremendous range, an archer won't focus too heavily on defense, usually having just enough to suffice for emergencies. Feats or methods that help the archer’s reaction time, enabling to loose their arrows before the enemy mage can bring them low, such as improved initiative, are a great asset to all archers.
Resources
There isn’t an army or mercenary band in the world that doesn’t respect the skills of a talented archer. While there is often less glamor involved than for the generals or heroes who go toe to toe with their opponents, there is a significantly increased lifespan in trade. Less scrupulous archers can often be found in thieves guilds, enforcing their turf or taking out rivals with ease. Archers will often pursue the other skills they have once they feel they have mastered the bow, though they are careful to keep their skills sharp. There are many places devoted to the art of archery, and one will never be without a place where they earn at least a small measure of respect. In more peaceable kingdoms their skills are often treated as a sport, through which an archer can gain significant renown.
Archers in the world
”I came out the door to massacre. Some crazy wizard was standing on a hill raining fire down on the entire town. The traveler next to me took only a moment, fitting an arrow to his bow, lifted it while breathing slowly. The next thing I knew the wizard was tumbling down the hill with an arrow in his skull.”
- Dirreck Roldar, describing the incident to a guard
Archers are found in every corner of the world. In any place where men have thought of how to kill each other and avoid dying themselves. In every culture that has needed to hunt animals for their meat. Where ever you go, you will find archers there. You’ll find many of them in the ranks of a powerful lord’s army, or among a tribe’s best huntsmen. Even in a simple village you can often find a farmer or two who’s skill with the bow is remarkable. And that skill will serve them well no matter where they travel.
http://www.wizards.com/dnd/images/cw_ag/75421.jpg
Gallaren, an elven archer, taking aim at a trespasser.
Since creatures first killed each other with stones and fists, they have wondered “How can I kill my enemy without being killed?” Keeping your distance seems like a fine way to avoid their pointy bits of metal, and thus was throwing things born. The art of killing from a distance has evolved much since its humble beginnings, becoming as much an art as an instrument for delivering swift death. Those truly dedicated have taken the path of the archer.
Becoming an archer
To become a true archer is to do more than just pick up a bow. To an archer, his chosen weapon becomes an extension of his arm, allowing him to touch his enemies from a great distance. He may have other interests, but an archer’s true passion will always be the art delivering death from a distance. Some places frown upon the lethality, and as such have turn it into a sport of precision and focus, but the archers are no less skilled or devout in honing their abilities.
Fighters are by far the most common archers, their skills on the battlefield translating to a frank understanding of the advantages of killing from a distance. Rogues, especially those with a penchant for assassination, sometimes take this path, pouring their deft skill into placing arrows as accurately, and painfully, as possible. Rangers, while sharing some innate interest in the bow, rarely devote themselves to the degree of study of ranged combat required, often keeping their attentions more divided.
Entry Requirements
Base Attack Bonus: +5
Skills: 5 ranks in Craft (Bowmaking)
Feats: Point Blank Shot, Weapon Specialization (any ranged weapon)
Hit Die: d8
Skill Points: 4 + Int modifier
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis)
Level|
BAB|Fort|Ref|Will|Special
1|+1|+2|+2|+0|Ranged precision, take aim
2|+2|+3|+3|+0|Close combat shot, deadly precision +1d8
3|+3|+3|+3|+1|Bonus feat, lethal marksman
4|+4|+4|+4|+1|Deadly precision +2d8
5|+5|+4|+4|+1|
6|+6|+5|+5|+2|Deadly precision +3d8, expert shot
7|+7|+5|+5|+2|
8|+8|+6|+6|+2|Bonus feat, deadly precision +4d8
9|+9|+6|+6|+3|
10|+10|+7|+7|+3|Deadly precision +5d8
Weapon and armor proficiencies
An archer gains no additional weapon or armor proficiencies.
Ranged Precision (Ex)
The archer has spent countless hours training to place his shots accurately, to inflict the maximum amount of damage with his weapon of choice. An archer may add his Dexterity modifier to all damage he deals with ranged weapons as precision damage. At 5th level this damage is no longer considered precision damage. At 9th level he may add twice his Dex modifier.
Additionally, an archer may deal precision damage with ranged weapons as long as he is within 30' + 5' per class levels of his target.
Take Aim (Ex)
The archer may spend a full round action, during which he focuses on his target, excluding everything else from thought, and then unleashes a single ranged attack at his highest base attack bonus. He gets a bonus on this attack roll equal to half his class level and it ignores all interference from weather conditions (including spells like Wind Wall), and he receives a -2 penalty to AC until his next turn. At 4th level he may ignore miss chances from concealment and spells like blur. At 7th level he may make a second ranged attack with a -5 penalty to the second attack roll. At 10th level attacks rolls made with this ability are considered to be 5 higher for purposes of determining if the attack threatens a critical hit.
Close Combat Shot (Ex)
At 2nd level an archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Deadly Precision (Ex)
At 2nd level the archer may deal an extra 1d8 points of precision damage on ranged attacks. This damage increases an additional 1d8 every 2 levels (2d8 at 4th, 3d8 at 6th, 4d8 at 8th, and 5d8 at 10th). Since it is precision damage it cannot be applied to creatures immune to critical hits.
Bonus Feat
At 3rd level the archer gains a bonus feat from the list given below. Your archer levels are considered fighter levels for the purpose of qualifying for feats. You must meet the prerequisites for the feat you select. The archer gains another bonus feat at 8th level.
Bonus Feat List: Able Sniper, Bowslinger, Deadeye Shot, Far Shot, Improved Critical (ranged weapons only), Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Plunging Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Ranged Weapon Mastery - Bludgeoning/Piercing/Slashing, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, Greater Weapon Focus (ranged weapons only), Greater Weapon Specialization (ranged weapons only), Woodland Archer, Zen Archery.
Lethal Marksman (Ex)
At 3rd level all ranged weapons the archer wields are treated as having a critical threat range 1 larger (a threat range of 20 becomes 19-20). At 5th level their critical multiplier is treated as being 1 larger (a multiplier of x3 becomes x4). At 7th level the critical threat range increases by an additional 1 (a normal threat range of 20 is considered 18-20). At 9th level the critical multiplier increases by an additional 1 (a normal multiplier of x3 is considered x5). These increases are applied after effects that increase critical threat ranges and multipliers (like Improved Critical).
Expert Shot (Ex)
At 6th level an archer becomes extraordinarily skilled at finding chinks in the armor of nearby foes. Archers may ignore any armor bonuses to the AC of targets within 30'.
Playing an archer
Archers come in all shapes and sizes. While most focus on the longbow, they are by no means the only weapon of choice. Crossbows, throwing axes, even daggers, have become deadly in the hands of an archer. The archer, regardless of temperament or station, is a being of precise action. They aim for something, and they hit it. This can lead to single-mindedness, a focus on their target to the exclusion of all else, though the more skilled they become the more archers are able to adjust to other influences, while still driving towards their goal with determination.
Combat
Archers chose their targets carefully, usually starting with those furthest away. Not only does this help to hone your abilities by constantly challenging yourself, but those farthest from the battle are usually those easiest to fell with a well-placed shaft. Wielders of magic are an archer’s most common target on the battlefield, as the destruction they can bring to bear is far more than the punishment they can take. While any archer is skilled enough in battle to stand face to face with his opponent, that is never a desired position. Like the targets they select, and archer will always prefer to have an ally standing in front of them.
Advancement
Thanks to the level of precision demanded in archery, many archers will focus on dealing as much as they can, gaining sneak attack or other precision-based damage bonuses. Because of their tremendous range, an archer won't focus too heavily on defense, usually having just enough to suffice for emergencies. Feats or methods that help the archer’s reaction time, enabling to loose their arrows before the enemy mage can bring them low, such as improved initiative, are a great asset to all archers.
Resources
There isn’t an army or mercenary band in the world that doesn’t respect the skills of a talented archer. While there is often less glamor involved than for the generals or heroes who go toe to toe with their opponents, there is a significantly increased lifespan in trade. Less scrupulous archers can often be found in thieves guilds, enforcing their turf or taking out rivals with ease. Archers will often pursue the other skills they have once they feel they have mastered the bow, though they are careful to keep their skills sharp. There are many places devoted to the art of archery, and one will never be without a place where they earn at least a small measure of respect. In more peaceable kingdoms their skills are often treated as a sport, through which an archer can gain significant renown.
Archers in the world
”I came out the door to massacre. Some crazy wizard was standing on a hill raining fire down on the entire town. The traveler next to me took only a moment, fitting an arrow to his bow, lifted it while breathing slowly. The next thing I knew the wizard was tumbling down the hill with an arrow in his skull.”
- Dirreck Roldar, describing the incident to a guard
Archers are found in every corner of the world. In any place where men have thought of how to kill each other and avoid dying themselves. In every culture that has needed to hunt animals for their meat. Where ever you go, you will find archers there. You’ll find many of them in the ranks of a powerful lord’s army, or among a tribe’s best huntsmen. Even in a simple village you can often find a farmer or two who’s skill with the bow is remarkable. And that skill will serve them well no matter where they travel.