Circle of Life
2012-01-18, 09:17 PM
The Archer
http://img690.imageshack.us/img690/7962/firewaterj.jpg
"Arrow! Black arrow! I have saved you to the last. You have never failed me and always I have recovered you. I had you from my father and he from of old. If ever you came from the forges of the true king under the Mountain, go now and speed well!"
-Bard, The Hobbit
Class Skills
The Archer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis) and Survival (Wis)
Skills Points at Each Level: 6 + int
Hit Dice: d8
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Focus | Trick Shots
1st| +1 | +2 | +2 | +0 |Sharpshooter, Ranged Power Attack|3|2
2nd| +2 | +3| +3 | +0 |Ranged Weapon Aptitude|6|3
3rd| +3 | +3 | +3 | +1 |Bonus Archer Feat|10|4
4th| +4 | +4 | +4 | +1 |Parting Shot|15|5
5th| +5 | +4 | +4| +1 |Critical Precision (1)|21|6
6th| +6/+1 | +5 | +5 | +2 |Bonus Archer Feat|28|7
7th| +7/+2 | +5 | +5 | +2 |Evasion|36|8
8th| +8/+3 | +6 | +6 | +2 |Keen Eye|45|9
9th| +9/+4 | +6 | +6 | +3 |Bonus Archer Feat|55|10
10th| +10/+5 | +7 | +7 | +3 |Camouflage, Critical Precision (2)|66|11
11th| +11/+6/+1 | +7 | +7 | +3 |Cragtop Archery|78|12
12th| +12/+7/+2 | +8 | +8 | +4 |Bonus Archer Feat|91|13
13th| +13/+8/+3 | +8 | +8 | +4 |Favored of the Wind|105|14
14th| +14/+9/+4 | +9 | +9 | +4 |Improved Evasion|120|15
15th| +15/+10/+5 | +9 | +9 | +5 |Critical Precision (3), Hide in Plain Sight|136|16
16th| +16/+11/+6/+1 | +10 | +10 | +5 |Threat of the Master|153|17
17th| +17/+12/+7/+2 | +10 | +10 | +5 |Perfect Precision|171|18
18th| +18/+13/+8/+3 | +11 | +11 | +6 |Bonus Archer Feat|190|19
19th| +19/+14/+9/+4 | +11 | +11 | +6 |Mosquito Swarm Volley|210|20
20th| +20/+15/+10/+5 | +12 | +12 | +6 |Critical Precision (4)|231|21[/table]
Class Features: The following are all class features of the Archer class.
Weapon and Armor Proficiency: Archers are proficient with all simple weapons and with all ranged martial weapons. Archers are proficient with light and medium armor, but no shields.
Focus: An Archer has a limited pool of extreme mental acuity that he may draw upon to produce potent physical effects. This pool, known simply as Focus, consists of a number of points as shown on the table above. In addition, an Archer gains additional Focus for having a high Constitution score. The Archer adds half his Constitution modifier times his class level to his total Focus pool.
Drawing on this pool is taxing on both the mind and body of the Archer. He must rest uninterrupted for at least eight hours to replenish consumed Focus.
Trick Shots (Ex): All Archers know a variety of physical techniques known as trick shots. Using a trick shot consumes an amount of Focus based on its level: 1 Focus for 1st level trick shots, 3 for 2nd, 5 for 3rd, and so on.
Archers begin play knowing two 1st level trick shots. At each level thereafter, the Archer gains knowledge of an additional trick shot of any level he has access to. At 3rd level, the Archer unlocks knowledge of 2nd level trick shots, at 5th level he unlocks 3rd level trick shots, and so on, ending with 9th level trick shots at 17th level.
Each trick shot has an activation time noted in its entry. If an Archer is damaged while activating a trick shot, he must succeed on a Concentration check, DC 10 + damage dealt, or lose the effect of the trick shot and the Focus consumed to no effect, though he may substitute a basic ranged attack for a failed trick shot if he wishes.
Some trick shots have an activation time of “1 attack action”. Such trick shots can be used as a standard action attack or as an attack of opportunity (should the Archer gain the ability to make attacks of opportunity with ranged weapons) or as many times in a full attack action as the Archer has iterative attacks due to base attack bonus. Bonus attacks, such as from the Rapid Shot feat, the haste spell, or the Splitting weapon enchantment, cannot be trick shots.
If a trick shot mentions a saving throw, the DC for the save is equal to 10 + the level of the trick shot + the Archer's Dexterity modifier. Trick shots that specify a Reflex save to halve or negate their effects after a successful attack cannot be avoided with the Evasion or Improved Evasion class features or similar effects.
At 4th level, and again at every even class level after that (6th, 8th, etc), the Archer may replace a single trick shot that he knows with another of the same level.
Ranged Power Attack (Ex): While wielding a bow or a throwing weapon, an Archer may subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls before making attack rolls for a round. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Sharpshooter (Ex): While wielding a bow or a thrown weapon, an Archer may add his Dexterity bonus to damage, to a maximum of twice his Strength bonus. While wielding a crossbow, an Archer may add half his Dexterity modifier to damage.
Additionally, an Archer does not suffer the usual -4 penalty for firing into melee. This effect qualifies the Archer for feats, prestige classes, and so on that require the Precise Shot feat.
Finally, an Archer does not always provoke attacks of opportunity when using ranged weapons. Whenever he would make a ranged attack, the Archer may make a Concentration check as a free action. If the result of this check equals or exceeds an amount equal to 10 + the Base Attack Bonus of a creature threatening him, the Archer does not provoke an attack of opportunity from that creature, otherwise he provokes an attack of opportunity as normal. The Archer makes only one such Concentration check each round, and the result of the check is applied to all creatures that would threaten an attack of opportunity.
Ranged Weapon Aptitude (Ex): With 1 hour of practice with a new weapon an Archer of 2nd level or higher may change the designated weapon for any feat he possesses that applies to a specific weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. He must have the newly designated weapon in hand during her practice and he must be proficient with it to make this change. Only ranged weapons can be modified in this way (an Archer could not, for example, alter the Stunning Fist feat to apply it to attacks made with a longbow).
An Archer can adjust any number of feats with a single practice in this way, but he doesn't have to adjust them all in the same way. He cannot change the designated weapons in such a way that he no longer meets the prerequisites for another feat he possesses.
Additionally, an Archer may take feats that require a Fighter level as if he were a Fighter of his class level.
Bonus Archer Feats: At 3rd level and every 3 levels thereafter (6th, 9th, etc), an Archer gains a bonus feat drawn from the Archer bonus feat list. He must meet the prerequisites for the selected feat as normal.
Parting Shot (Ex): When using the Withdraw action, an Archer of 4th level or higher may make a number of ranged attacks that he would be granted in a full attack action due to base attack bonus at any point during the movement, divided as he wishes. He may not, however, make any additional attacks that he might be granted in a full attack, such as the extra attack granted by haste or the Rapid Shot feat.
Critical Precision (Ex): Beginning at 5th level, an Archer increases the critical threat range of any ranged weaponry he wields by 1. This increase is always applied last, after any other applicable modifiers to a weapon's critical threat range. At 10th level, and again at 15th and 20th level, the Archer increases the critical threat range by an additional point.
Evasion (Ex): At 7th 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 or no armor. A helpless Archer does not gain the benefit of evasion.
Keen Eye (Ex): At 8th level, an Archer's vision sharpens tenfold. He gains low-light vision, a +4 competence bonus to Spot checks, and does not need to make Spot checks to notice distant creatures unless they are actively hiding. The Archer automatically detects the presence of invisible creatures within 100 feet of himself, as if he had defeated their Hide check with a Spot check, but he does not automatically pinpoint the location of the detected creature – doing so requires a Spot check, as normal.
Camouflage (Ex): Beginning at 10th level, an Archer can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
At his discretion, an Archer may instead gain Urban Camouflage at this level, which functions as the ability above except that it works in urban environments.
Cragtop Archery (Ex): At 11th level, an Archer gains the ability to use gravity to his advantage when making distant attacks. If he is standing on or flying at a higher elevation than his target, he adds the difference to the range increment of bows and crossbows, or one-half the difference to attacks made with thrown weapons, to a maximum of ten feet per class level for bows and crossbows, and five feet per class level for thrown weapons. For every ten feet of additional range added to a weapon in this fashion, the Archer deals an additional point of damage with that attack.
Favored of the Wind (Ex): Beginning at 13th level, an Archer may ignore the effects of natural and magical winds (such as the wind wall or stormrage spells) when attacking with ranged weaponry.
Improved Evasion (Ex): Beginning at 14th level, while an Archer still takes no damage on a successful Reflex throw against attacks, henceforth he takes only half damage on a failed save. A helpless Archer does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): Beginning at 15th level, an Archer can use the Hide skill even while being observed, so long as he is in an environment where his Camouflage ability would function.
Threat of the Master (Ex): Beginning at 16th level, an Archer's mastery of his craft allows him to threaten creatures out to the first range increment of wielded ranged weaponry. He may flank creatures despite not threatening them in melee, and may take attacks of opportunity for any movement made within his threatened area, as normal.
Perfect Precision (Ex): Beginning at 17th level, an Archer may ignore the effects of cover and concealment less than total when making ranged attacks.
Mosquito Swarm Volley (Ex): Beginning at 19th level, the Archer may opt to delay all damage inflicted by his ranged attacks in a round until the start of his next turn, at which point the damage inflicted to each creature is totaled and then applied; as such, damage reduction, energy resistance, and so on only apply once for each damaged creature. The Archer must choose to use the effects of this ability before making any ranged attacks in a round, and its effects persist until the start of his next turn.
Archer Bonus Feat List:Able Sniper, Bowslinger, Defensive Archery, Exotic Weapon Proficiency, Far Shot, Improved Precise Shot, Manyshot, Mounted Archery, Plunging Shot, Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Focus, Weapon Specialization, Woodland Archer, Zen Archery
Note: The above is not a complete list of all applicable feats. If a feat is specific to a ranged or thrown weapon, it should be considered an Archer bonus feat.
Trick Shots
1st level:Crippling Shot
Activation Time: 1 attack action
If this attack hits, the struck foe must succeed on a Reflex save or be crippled until it receives sufficient healing (whether natural or magical) to completely heal the damage the attack dealt. While crippled, all of a creature's forms of movement that are not derived wholly from a magical effect are halved, and the creature loses the benefit of Evasion or similar class features (a creature with Improved Evasion instead treats it only as Evasion while crippled).
Lacerating Shot
Activation Time: 1 attack action
If this attack hits, the struck foe begins bleeding out at a rate of 1 hitpoint per round. This bleeding continues until the struck foe receives healing (a creature's natural fast healing does not apply), or until the bleeding has inflicted the full amount of damage inflicted by the original attack. Multiple lacerating shots on the same target stack; track each one separately.
Ranged Disarm
Activation Time: 1 attack action
Rather than dealing damage, you may attempt to disarm a creature with this attack. You are considered to be attacking with a one-handed weapon. If you succeed in disarming your foe, the disarmed weapon (or item) falls to the ground in the disarmed creature's space.
Ranged Pin
Activation Time: 1 attack action
If this attack hits, the struck foe must succeed on a Reflex save or be Immobilized (Tome of Magic) for 1d6 rounds or until it takes a full-round action to remove the offending projectile, which deals the full damage dealt by the attack again.
Steady Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 1d6 points of damage.
2nd level:Arcing Shot
Activation Time: 1 attack action
The Archer fires a single arrow high into the sky, which arcs down and strikes a targeted square within one range increment (chosen at the time of firing) at the beginning of his next turn. A creature occupying the target square is automatically struck by the attack, with no need for an attack roll, though the Archer may still roll to check for a critical threat. If Arcing Shot results in a critical threat against the creature occupying the target square, the confirmation roll is handled normally.
If multiple creatures occupy the target location, the Archer may choose which creature to strike with Arcing Shot.
Using Arcing Shot requires a minimum of one range increment of clear space overhead. Most natural growth is not thick enough to impede an Arcing Shot, but exceptionally thick tree canopies or similar may.
Concussion Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or take 1d6 points of temporary Charisma, Intelligence, and Wisdom damage. Ability damage inflicted in this fashion can never drop a foe's mental abilities below 1. Damage inflicted by this ability is restored after an hour of rest, or eight hours after applied, whichever comes first.
Hawkeye
Activation Time: 1 standard action
As part of this trick shot, make a Spot check. If your attack hits, it inflicts the result of your Spot check as piercing damage in place of any damage your attack would otherwise have dealt.
Precision Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 2d6 points of damage.
Ranged Bull Rush
Activation Time: 1 attack action
If this attack hits, the struck foe is subjected to a bull rush attempt, using the Archer's Dexterity or Strength modifier, whichever is higher.
Volley
Activation Time: 1 standard action
The Archer makes up to three ranged attacks against separate targets, all at his highest attack bonus. No two of the targeted creatures may be more than 15 feet apart.
3rd level:Body Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or take 1d6 Constitution damage.
Dazing Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or be dazed for one round.
Intercepting Shot
Activation Time: 1 immediate action
The Archer may use this trick shot whenever he would be subject to a physical attack. He may immediately make an opposed attack roll with a ranged weapon against the incoming attack. If his attack roll surpasses the attack directed at him, it is deflected harmlessly aside. The Archer takes a -4 penalty to his opposed attack roll if he attempts to deflect a melee attack, or a projectile sized for a creature more than two size categories larger than himself. The Archer cannot deflect projectiles sized for creatures more than four size categories larger than himself.
Needling Shot
Activation Time: 1 attack action
A ranged attack made with this trick shot is resolved as a ranged touch attack, but deals only the base damage of the weapon (including enhancement bonuses to damage as well as the effects of enchantments, but not Strength or Dexterity bonuses to damage, nor the effects of feats or abilities such as Ranged Power Attack).
Rending Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 3d6 points of damage.
Ricochet
Activation Time: 1 attack action
When using this trick shot, make a single ranged attack roll. Regardless of whether the attack succeeds or not, the attack ricochets to a second target within one range increment from the target, with a -2 penalty to the attack roll. This second target must be within a 90-degree angle of your target relative to yourself. You may use this trick shot to reflect attacks around corners by targeting walls or other obstacles, though your target benefits from total concealment if you cannot see them in some way.
4th level:Blinding Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Reflex save or permanently lose one eye. Loss of an eye inflicts 1d4 constitution damage and a -2 penalty to vision-related skill checks. A creature that loses all of its eyes in this fashion is permanently blinded, until it receives the effects of a regenerate spell or similar. A creature with an usually large number of eyes might not be notably affected until a sizable portion of its eyes are damaged, subject to the DM's discretion.
Buzzing Fly
Activation Time: 1 immediate action
You may use this trick shot in response to an action taken by a creature within your weapon's first range increment, provided it is Extraordinary, Supernatural, or Spell-like in nature, or is spellcasting or manifesting. Buzzing Fly may be used in response to other immediate actions. If it hits, this attack deals no damage, but you roll for damage normally. The struck foe must succeed on a Concentration check with a DC of this trick shot's DC plus the damage the attack would have dealt, or lose the action to no effect.
Dazing Critical
Activation Time: 1 attack action
If this attack hits and would result in a critical threat, the Archer may forgo confirming the threat to instead daze the struck foe for 1d4 rounds.
Maiming Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 4d6 points of damage.
Stunning Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or be stunned for one round.
Volley, Greater
Activation Time: 1 attack action
As volley, except an attack action, and each of the attacks is made at your current iterative attack bonus.
5th level:Barrage
Activation Time: 1 standard action
The Archer fires a storm of arrows at a target within range and up to six contiguous squares, at least one of which must touch a side of her initial target's square. The Archer uses a single attack and damage roll for all of the targets, though any miss chances are rolled separately. No target may be struck more than once from a single Barrage, even if it takes up multiple affected squares.
Aside from the initial target, arrows fired via Barrage cannot result in critical threats.
Piercing Shot
Activation Time: 1 attack action
When you use this trick shot, draw a line out to the limit of your weapon's first range increment and make a single attack and damage roll. You apply the attack and damage rolls to all targets within the line, though each foe beyond the first gains a cumulative +2 circumstance bonus to their AC against this attack.
Punishing Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 5d6 points of damage.
Techniques of the Adept
Activation Time: Varies
When you activate this ability, it may function as any trick shot of 4th level or lower that you know, except that the saving throw is determined using this trick shot's level.
Unseen Assassin
Activation Time: 1 standard action
As part of this trick shot, make a single ranged attack against a foe. If that foe fails a Spot check with a DC equal to the normal DC for a trick shot of this level +4, it is flatfooted against that attack regardless of whether it could detect you normally or not. When striking an opponent denied their dexterity bonus to AC with this trick shot, you deal 1d6 bonus damage per two Archer levels.
6th level:Determined Shot
Activation Time: 1 attack action
If this trick shot hits, it inflicts an additional amount of damage equal to the Focus spent on it. If it fails to hit, the next trick shot you use before the end of your turn has its Focus cost reduced by an amount equal to the Focus you spent on this trick shot.
Eagle Eye
Activation Time: 1 standard action
As part of this trick shot, make a Spot check. If the attack hits, it inflicts twice the result of your Spot check as piercing damage in place of any damage your attack would otherwise have dealt.
Savage Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 6d6 points of damage.
Stunning Critical
Activation Time: 1 attack action
If this attack hits and would result in a critical threat, the Archer may forgo confirming the threat to instead stun the struck foe for 1d4 rounds.
7th level:Arrowrain
Activation Time: 1 standard action
As part of this trick shot, make a single ranged attack and damage roll. Provided you have the ammunition to do so, you may make a single attack against any number of foes within 100 feet of your position, using the result of those rolls for all creatures targeted.
Barrage, Greater
Activation Time: 1 attack action
This trick shot functions as barrage, except its activation time is one attack action.
Sniper's Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 7d6 points of damage.
Slaying Critical
Activation Time: 1 attack action
If the attack from this trick shot would result in a critical threat, you may forgo confirming the critical to instead force the struck foe to succeed on a Fortitude save or be slain instantly.
Techniques of the Expert
Activation Time: Varies
When you activate this ability, it may function as any trick shot of 6th level or lower that you know, except that the saving throw is determined using this trick shot's level.
8th level:Blinding the Bull
Activation Time: 1 immediate action
You may use this trick shot whenever you are the subject of a targeted attack, whether physical or magical. Make a single ranged attack at your highest attack bonus; if it hits, the struck foe is disoriented for one round, effectively blinded for the duration.
Kill Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 8d6 points of damage.
Puncturing Shot
Activation Time: 1 attack action
As part of this trick shot, draw a line up to the limit of your weapon's first range increment and make a single attack and damage roll. All foes in the line of effect are subjected to your attack, though each target beyond the first gains a cumulative +2 circumstance bonus to its AC against this attack. Each creature struck by this attack must succeed on a Reflex save or begin bleeding out, taking damage at the start of each of your turns equal to your Dexterity modifier. This bleeding continues until a bleeding foe receives healing (a creature's fast healing or regeneration do not count) or until the bleeding has inflicted damage equal to twice the amount that the original attack dealt.
Shredding Shot
Activation Time: 1 attack action
As part of this trick shot, choose either natural armor or armor. You make a single ranged attack that ignores that type of bonus to AC, and if you strike your foe, they must succeed on a Reflex save or have the chosen type of AC reduced by an amount equal to your Dexterity modifier. Natural armor reduced in this way returns at a rate of 1 point per day, but armor must be repaired before it will function properly again.
9th level:Black Arrow
Activation Time: 1 standard action
Funneling every ounce of concentration into a single perfect shot, the Archer sights and releases. What follows can only be described as the perfection of ranged combat.
You make a single ranged attack, which ignores one form of AC bonus of your choice (natural, armor, dexterity, dodge, etc). If it hits, the struck foe must succeed on a Fortitude save or be slain instantly.
Fighting in the Shade
Activation Time: 1 standard action
The Archer readies himself, then releases a veritable storm of arrows high into the sky. Those who look up note that the sky seems to darken suddenly.
This trick shot functions like arcing shot, except that the Archer may select up to a number of contiguous squares equal to his class level to be affected.
Master's Eye
Activation Time: 1 attack action
If this attack hits, it deals an additional 9d6 points of damage.
Paralyzing Shot
Activation Time: 1 attack action
If this attack hits, the struck foe must succeed on a Fortitude save or be paralyzed for 2d3 rounds or until injured again.
Techniques of the Master
Activation Time: Varies
When you activate this ability, it may function as any trick shot of 8th level or lower that you know, except that the saving throw is determined using this trick shot's level.
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Archer Alternate Class Features
The Blade and the Bow
Level: 4th
Replaces: If you select this alternate class feature, you do not gain the Parting Shot class feature, nor do you later gain the Evasion or Improved Evasion class features.
Benefit: Starting at 4th level, the Archer gains proficiency with all martial melee weapons in addition to his normal proficiencies. If the Archer has the ability to initiate martial maneuvers, he may initiate them with ranged attacks, so long as the maneuver does not require him to perform an action incapable of being done with a bow (such as a grapple or a charge attempt). The Archer may not initiate a martial maneuver with a bow and use a trick shot on the same attack.
Instead of gaining Evasion, an Archer following the path of the Blade and the Bow gains Mettle, as the Hexblade ability of the same name. Instead of gaining Improved Evasion, the Archer instead gains Improved Mettle.
http://img690.imageshack.us/img690/7962/firewaterj.jpg
"Arrow! Black arrow! I have saved you to the last. You have never failed me and always I have recovered you. I had you from my father and he from of old. If ever you came from the forges of the true king under the Mountain, go now and speed well!"
-Bard, The Hobbit
Class Skills
The Archer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis) and Survival (Wis)
Skills Points at Each Level: 6 + int
Hit Dice: d8
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Focus | Trick Shots
1st| +1 | +2 | +2 | +0 |Sharpshooter, Ranged Power Attack|3|2
2nd| +2 | +3| +3 | +0 |Ranged Weapon Aptitude|6|3
3rd| +3 | +3 | +3 | +1 |Bonus Archer Feat|10|4
4th| +4 | +4 | +4 | +1 |Parting Shot|15|5
5th| +5 | +4 | +4| +1 |Critical Precision (1)|21|6
6th| +6/+1 | +5 | +5 | +2 |Bonus Archer Feat|28|7
7th| +7/+2 | +5 | +5 | +2 |Evasion|36|8
8th| +8/+3 | +6 | +6 | +2 |Keen Eye|45|9
9th| +9/+4 | +6 | +6 | +3 |Bonus Archer Feat|55|10
10th| +10/+5 | +7 | +7 | +3 |Camouflage, Critical Precision (2)|66|11
11th| +11/+6/+1 | +7 | +7 | +3 |Cragtop Archery|78|12
12th| +12/+7/+2 | +8 | +8 | +4 |Bonus Archer Feat|91|13
13th| +13/+8/+3 | +8 | +8 | +4 |Favored of the Wind|105|14
14th| +14/+9/+4 | +9 | +9 | +4 |Improved Evasion|120|15
15th| +15/+10/+5 | +9 | +9 | +5 |Critical Precision (3), Hide in Plain Sight|136|16
16th| +16/+11/+6/+1 | +10 | +10 | +5 |Threat of the Master|153|17
17th| +17/+12/+7/+2 | +10 | +10 | +5 |Perfect Precision|171|18
18th| +18/+13/+8/+3 | +11 | +11 | +6 |Bonus Archer Feat|190|19
19th| +19/+14/+9/+4 | +11 | +11 | +6 |Mosquito Swarm Volley|210|20
20th| +20/+15/+10/+5 | +12 | +12 | +6 |Critical Precision (4)|231|21[/table]
Class Features: The following are all class features of the Archer class.
Weapon and Armor Proficiency: Archers are proficient with all simple weapons and with all ranged martial weapons. Archers are proficient with light and medium armor, but no shields.
Focus: An Archer has a limited pool of extreme mental acuity that he may draw upon to produce potent physical effects. This pool, known simply as Focus, consists of a number of points as shown on the table above. In addition, an Archer gains additional Focus for having a high Constitution score. The Archer adds half his Constitution modifier times his class level to his total Focus pool.
Drawing on this pool is taxing on both the mind and body of the Archer. He must rest uninterrupted for at least eight hours to replenish consumed Focus.
Trick Shots (Ex): All Archers know a variety of physical techniques known as trick shots. Using a trick shot consumes an amount of Focus based on its level: 1 Focus for 1st level trick shots, 3 for 2nd, 5 for 3rd, and so on.
Archers begin play knowing two 1st level trick shots. At each level thereafter, the Archer gains knowledge of an additional trick shot of any level he has access to. At 3rd level, the Archer unlocks knowledge of 2nd level trick shots, at 5th level he unlocks 3rd level trick shots, and so on, ending with 9th level trick shots at 17th level.
Each trick shot has an activation time noted in its entry. If an Archer is damaged while activating a trick shot, he must succeed on a Concentration check, DC 10 + damage dealt, or lose the effect of the trick shot and the Focus consumed to no effect, though he may substitute a basic ranged attack for a failed trick shot if he wishes.
Some trick shots have an activation time of “1 attack action”. Such trick shots can be used as a standard action attack or as an attack of opportunity (should the Archer gain the ability to make attacks of opportunity with ranged weapons) or as many times in a full attack action as the Archer has iterative attacks due to base attack bonus. Bonus attacks, such as from the Rapid Shot feat, the haste spell, or the Splitting weapon enchantment, cannot be trick shots.
If a trick shot mentions a saving throw, the DC for the save is equal to 10 + the level of the trick shot + the Archer's Dexterity modifier. Trick shots that specify a Reflex save to halve or negate their effects after a successful attack cannot be avoided with the Evasion or Improved Evasion class features or similar effects.
At 4th level, and again at every even class level after that (6th, 8th, etc), the Archer may replace a single trick shot that he knows with another of the same level.
Ranged Power Attack (Ex): While wielding a bow or a throwing weapon, an Archer may subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls before making attack rolls for a round. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Sharpshooter (Ex): While wielding a bow or a thrown weapon, an Archer may add his Dexterity bonus to damage, to a maximum of twice his Strength bonus. While wielding a crossbow, an Archer may add half his Dexterity modifier to damage.
Additionally, an Archer does not suffer the usual -4 penalty for firing into melee. This effect qualifies the Archer for feats, prestige classes, and so on that require the Precise Shot feat.
Finally, an Archer does not always provoke attacks of opportunity when using ranged weapons. Whenever he would make a ranged attack, the Archer may make a Concentration check as a free action. If the result of this check equals or exceeds an amount equal to 10 + the Base Attack Bonus of a creature threatening him, the Archer does not provoke an attack of opportunity from that creature, otherwise he provokes an attack of opportunity as normal. The Archer makes only one such Concentration check each round, and the result of the check is applied to all creatures that would threaten an attack of opportunity.
Ranged Weapon Aptitude (Ex): With 1 hour of practice with a new weapon an Archer of 2nd level or higher may change the designated weapon for any feat he possesses that applies to a specific weapon (such as Weapon Focus or Boomerang Daze) replacing one weapon for another in both the prerequisites and the feat's description. He must have the newly designated weapon in hand during her practice and he must be proficient with it to make this change. Only ranged weapons can be modified in this way (an Archer could not, for example, alter the Stunning Fist feat to apply it to attacks made with a longbow).
An Archer can adjust any number of feats with a single practice in this way, but he doesn't have to adjust them all in the same way. He cannot change the designated weapons in such a way that he no longer meets the prerequisites for another feat he possesses.
Additionally, an Archer may take feats that require a Fighter level as if he were a Fighter of his class level.
Bonus Archer Feats: At 3rd level and every 3 levels thereafter (6th, 9th, etc), an Archer gains a bonus feat drawn from the Archer bonus feat list. He must meet the prerequisites for the selected feat as normal.
Parting Shot (Ex): When using the Withdraw action, an Archer of 4th level or higher may make a number of ranged attacks that he would be granted in a full attack action due to base attack bonus at any point during the movement, divided as he wishes. He may not, however, make any additional attacks that he might be granted in a full attack, such as the extra attack granted by haste or the Rapid Shot feat.
Critical Precision (Ex): Beginning at 5th level, an Archer increases the critical threat range of any ranged weaponry he wields by 1. This increase is always applied last, after any other applicable modifiers to a weapon's critical threat range. At 10th level, and again at 15th and 20th level, the Archer increases the critical threat range by an additional point.
Evasion (Ex): At 7th 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 or no armor. A helpless Archer does not gain the benefit of evasion.
Keen Eye (Ex): At 8th level, an Archer's vision sharpens tenfold. He gains low-light vision, a +4 competence bonus to Spot checks, and does not need to make Spot checks to notice distant creatures unless they are actively hiding. The Archer automatically detects the presence of invisible creatures within 100 feet of himself, as if he had defeated their Hide check with a Spot check, but he does not automatically pinpoint the location of the detected creature – doing so requires a Spot check, as normal.
Camouflage (Ex): Beginning at 10th level, an Archer can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
At his discretion, an Archer may instead gain Urban Camouflage at this level, which functions as the ability above except that it works in urban environments.
Cragtop Archery (Ex): At 11th level, an Archer gains the ability to use gravity to his advantage when making distant attacks. If he is standing on or flying at a higher elevation than his target, he adds the difference to the range increment of bows and crossbows, or one-half the difference to attacks made with thrown weapons, to a maximum of ten feet per class level for bows and crossbows, and five feet per class level for thrown weapons. For every ten feet of additional range added to a weapon in this fashion, the Archer deals an additional point of damage with that attack.
Favored of the Wind (Ex): Beginning at 13th level, an Archer may ignore the effects of natural and magical winds (such as the wind wall or stormrage spells) when attacking with ranged weaponry.
Improved Evasion (Ex): Beginning at 14th level, while an Archer still takes no damage on a successful Reflex throw against attacks, henceforth he takes only half damage on a failed save. A helpless Archer does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): Beginning at 15th level, an Archer can use the Hide skill even while being observed, so long as he is in an environment where his Camouflage ability would function.
Threat of the Master (Ex): Beginning at 16th level, an Archer's mastery of his craft allows him to threaten creatures out to the first range increment of wielded ranged weaponry. He may flank creatures despite not threatening them in melee, and may take attacks of opportunity for any movement made within his threatened area, as normal.
Perfect Precision (Ex): Beginning at 17th level, an Archer may ignore the effects of cover and concealment less than total when making ranged attacks.
Mosquito Swarm Volley (Ex): Beginning at 19th level, the Archer may opt to delay all damage inflicted by his ranged attacks in a round until the start of his next turn, at which point the damage inflicted to each creature is totaled and then applied; as such, damage reduction, energy resistance, and so on only apply once for each damaged creature. The Archer must choose to use the effects of this ability before making any ranged attacks in a round, and its effects persist until the start of his next turn.
Archer Bonus Feat List:Able Sniper, Bowslinger, Defensive Archery, Exotic Weapon Proficiency, Far Shot, Improved Precise Shot, Manyshot, Mounted Archery, Plunging Shot, Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Focus, Weapon Specialization, Woodland Archer, Zen Archery
Note: The above is not a complete list of all applicable feats. If a feat is specific to a ranged or thrown weapon, it should be considered an Archer bonus feat.
Trick Shots
1st level:Crippling Shot
Activation Time: 1 attack action
If this attack hits, the struck foe must succeed on a Reflex save or be crippled until it receives sufficient healing (whether natural or magical) to completely heal the damage the attack dealt. While crippled, all of a creature's forms of movement that are not derived wholly from a magical effect are halved, and the creature loses the benefit of Evasion or similar class features (a creature with Improved Evasion instead treats it only as Evasion while crippled).
Lacerating Shot
Activation Time: 1 attack action
If this attack hits, the struck foe begins bleeding out at a rate of 1 hitpoint per round. This bleeding continues until the struck foe receives healing (a creature's natural fast healing does not apply), or until the bleeding has inflicted the full amount of damage inflicted by the original attack. Multiple lacerating shots on the same target stack; track each one separately.
Ranged Disarm
Activation Time: 1 attack action
Rather than dealing damage, you may attempt to disarm a creature with this attack. You are considered to be attacking with a one-handed weapon. If you succeed in disarming your foe, the disarmed weapon (or item) falls to the ground in the disarmed creature's space.
Ranged Pin
Activation Time: 1 attack action
If this attack hits, the struck foe must succeed on a Reflex save or be Immobilized (Tome of Magic) for 1d6 rounds or until it takes a full-round action to remove the offending projectile, which deals the full damage dealt by the attack again.
Steady Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 1d6 points of damage.
2nd level:Arcing Shot
Activation Time: 1 attack action
The Archer fires a single arrow high into the sky, which arcs down and strikes a targeted square within one range increment (chosen at the time of firing) at the beginning of his next turn. A creature occupying the target square is automatically struck by the attack, with no need for an attack roll, though the Archer may still roll to check for a critical threat. If Arcing Shot results in a critical threat against the creature occupying the target square, the confirmation roll is handled normally.
If multiple creatures occupy the target location, the Archer may choose which creature to strike with Arcing Shot.
Using Arcing Shot requires a minimum of one range increment of clear space overhead. Most natural growth is not thick enough to impede an Arcing Shot, but exceptionally thick tree canopies or similar may.
Concussion Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or take 1d6 points of temporary Charisma, Intelligence, and Wisdom damage. Ability damage inflicted in this fashion can never drop a foe's mental abilities below 1. Damage inflicted by this ability is restored after an hour of rest, or eight hours after applied, whichever comes first.
Hawkeye
Activation Time: 1 standard action
As part of this trick shot, make a Spot check. If your attack hits, it inflicts the result of your Spot check as piercing damage in place of any damage your attack would otherwise have dealt.
Precision Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 2d6 points of damage.
Ranged Bull Rush
Activation Time: 1 attack action
If this attack hits, the struck foe is subjected to a bull rush attempt, using the Archer's Dexterity or Strength modifier, whichever is higher.
Volley
Activation Time: 1 standard action
The Archer makes up to three ranged attacks against separate targets, all at his highest attack bonus. No two of the targeted creatures may be more than 15 feet apart.
3rd level:Body Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or take 1d6 Constitution damage.
Dazing Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or be dazed for one round.
Intercepting Shot
Activation Time: 1 immediate action
The Archer may use this trick shot whenever he would be subject to a physical attack. He may immediately make an opposed attack roll with a ranged weapon against the incoming attack. If his attack roll surpasses the attack directed at him, it is deflected harmlessly aside. The Archer takes a -4 penalty to his opposed attack roll if he attempts to deflect a melee attack, or a projectile sized for a creature more than two size categories larger than himself. The Archer cannot deflect projectiles sized for creatures more than four size categories larger than himself.
Needling Shot
Activation Time: 1 attack action
A ranged attack made with this trick shot is resolved as a ranged touch attack, but deals only the base damage of the weapon (including enhancement bonuses to damage as well as the effects of enchantments, but not Strength or Dexterity bonuses to damage, nor the effects of feats or abilities such as Ranged Power Attack).
Rending Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 3d6 points of damage.
Ricochet
Activation Time: 1 attack action
When using this trick shot, make a single ranged attack roll. Regardless of whether the attack succeeds or not, the attack ricochets to a second target within one range increment from the target, with a -2 penalty to the attack roll. This second target must be within a 90-degree angle of your target relative to yourself. You may use this trick shot to reflect attacks around corners by targeting walls or other obstacles, though your target benefits from total concealment if you cannot see them in some way.
4th level:Blinding Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Reflex save or permanently lose one eye. Loss of an eye inflicts 1d4 constitution damage and a -2 penalty to vision-related skill checks. A creature that loses all of its eyes in this fashion is permanently blinded, until it receives the effects of a regenerate spell or similar. A creature with an usually large number of eyes might not be notably affected until a sizable portion of its eyes are damaged, subject to the DM's discretion.
Buzzing Fly
Activation Time: 1 immediate action
You may use this trick shot in response to an action taken by a creature within your weapon's first range increment, provided it is Extraordinary, Supernatural, or Spell-like in nature, or is spellcasting or manifesting. Buzzing Fly may be used in response to other immediate actions. If it hits, this attack deals no damage, but you roll for damage normally. The struck foe must succeed on a Concentration check with a DC of this trick shot's DC plus the damage the attack would have dealt, or lose the action to no effect.
Dazing Critical
Activation Time: 1 attack action
If this attack hits and would result in a critical threat, the Archer may forgo confirming the threat to instead daze the struck foe for 1d4 rounds.
Maiming Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 4d6 points of damage.
Stunning Shot
Activation Time: 1 standard action
If this attack hits, the struck foe must succeed on a Fortitude save or be stunned for one round.
Volley, Greater
Activation Time: 1 attack action
As volley, except an attack action, and each of the attacks is made at your current iterative attack bonus.
5th level:Barrage
Activation Time: 1 standard action
The Archer fires a storm of arrows at a target within range and up to six contiguous squares, at least one of which must touch a side of her initial target's square. The Archer uses a single attack and damage roll for all of the targets, though any miss chances are rolled separately. No target may be struck more than once from a single Barrage, even if it takes up multiple affected squares.
Aside from the initial target, arrows fired via Barrage cannot result in critical threats.
Piercing Shot
Activation Time: 1 attack action
When you use this trick shot, draw a line out to the limit of your weapon's first range increment and make a single attack and damage roll. You apply the attack and damage rolls to all targets within the line, though each foe beyond the first gains a cumulative +2 circumstance bonus to their AC against this attack.
Punishing Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 5d6 points of damage.
Techniques of the Adept
Activation Time: Varies
When you activate this ability, it may function as any trick shot of 4th level or lower that you know, except that the saving throw is determined using this trick shot's level.
Unseen Assassin
Activation Time: 1 standard action
As part of this trick shot, make a single ranged attack against a foe. If that foe fails a Spot check with a DC equal to the normal DC for a trick shot of this level +4, it is flatfooted against that attack regardless of whether it could detect you normally or not. When striking an opponent denied their dexterity bonus to AC with this trick shot, you deal 1d6 bonus damage per two Archer levels.
6th level:Determined Shot
Activation Time: 1 attack action
If this trick shot hits, it inflicts an additional amount of damage equal to the Focus spent on it. If it fails to hit, the next trick shot you use before the end of your turn has its Focus cost reduced by an amount equal to the Focus you spent on this trick shot.
Eagle Eye
Activation Time: 1 standard action
As part of this trick shot, make a Spot check. If the attack hits, it inflicts twice the result of your Spot check as piercing damage in place of any damage your attack would otherwise have dealt.
Savage Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 6d6 points of damage.
Stunning Critical
Activation Time: 1 attack action
If this attack hits and would result in a critical threat, the Archer may forgo confirming the threat to instead stun the struck foe for 1d4 rounds.
7th level:Arrowrain
Activation Time: 1 standard action
As part of this trick shot, make a single ranged attack and damage roll. Provided you have the ammunition to do so, you may make a single attack against any number of foes within 100 feet of your position, using the result of those rolls for all creatures targeted.
Barrage, Greater
Activation Time: 1 attack action
This trick shot functions as barrage, except its activation time is one attack action.
Sniper's Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 7d6 points of damage.
Slaying Critical
Activation Time: 1 attack action
If the attack from this trick shot would result in a critical threat, you may forgo confirming the critical to instead force the struck foe to succeed on a Fortitude save or be slain instantly.
Techniques of the Expert
Activation Time: Varies
When you activate this ability, it may function as any trick shot of 6th level or lower that you know, except that the saving throw is determined using this trick shot's level.
8th level:Blinding the Bull
Activation Time: 1 immediate action
You may use this trick shot whenever you are the subject of a targeted attack, whether physical or magical. Make a single ranged attack at your highest attack bonus; if it hits, the struck foe is disoriented for one round, effectively blinded for the duration.
Kill Shot
Activation Time: 1 attack action
If this attack hits, it inflicts an additional 8d6 points of damage.
Puncturing Shot
Activation Time: 1 attack action
As part of this trick shot, draw a line up to the limit of your weapon's first range increment and make a single attack and damage roll. All foes in the line of effect are subjected to your attack, though each target beyond the first gains a cumulative +2 circumstance bonus to its AC against this attack. Each creature struck by this attack must succeed on a Reflex save or begin bleeding out, taking damage at the start of each of your turns equal to your Dexterity modifier. This bleeding continues until a bleeding foe receives healing (a creature's fast healing or regeneration do not count) or until the bleeding has inflicted damage equal to twice the amount that the original attack dealt.
Shredding Shot
Activation Time: 1 attack action
As part of this trick shot, choose either natural armor or armor. You make a single ranged attack that ignores that type of bonus to AC, and if you strike your foe, they must succeed on a Reflex save or have the chosen type of AC reduced by an amount equal to your Dexterity modifier. Natural armor reduced in this way returns at a rate of 1 point per day, but armor must be repaired before it will function properly again.
9th level:Black Arrow
Activation Time: 1 standard action
Funneling every ounce of concentration into a single perfect shot, the Archer sights and releases. What follows can only be described as the perfection of ranged combat.
You make a single ranged attack, which ignores one form of AC bonus of your choice (natural, armor, dexterity, dodge, etc). If it hits, the struck foe must succeed on a Fortitude save or be slain instantly.
Fighting in the Shade
Activation Time: 1 standard action
The Archer readies himself, then releases a veritable storm of arrows high into the sky. Those who look up note that the sky seems to darken suddenly.
This trick shot functions like arcing shot, except that the Archer may select up to a number of contiguous squares equal to his class level to be affected.
Master's Eye
Activation Time: 1 attack action
If this attack hits, it deals an additional 9d6 points of damage.
Paralyzing Shot
Activation Time: 1 attack action
If this attack hits, the struck foe must succeed on a Fortitude save or be paralyzed for 2d3 rounds or until injured again.
Techniques of the Master
Activation Time: Varies
When you activate this ability, it may function as any trick shot of 8th level or lower that you know, except that the saving throw is determined using this trick shot's level.
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Archer Alternate Class Features
The Blade and the Bow
Level: 4th
Replaces: If you select this alternate class feature, you do not gain the Parting Shot class feature, nor do you later gain the Evasion or Improved Evasion class features.
Benefit: Starting at 4th level, the Archer gains proficiency with all martial melee weapons in addition to his normal proficiencies. If the Archer has the ability to initiate martial maneuvers, he may initiate them with ranged attacks, so long as the maneuver does not require him to perform an action incapable of being done with a bow (such as a grapple or a charge attempt). The Archer may not initiate a martial maneuver with a bow and use a trick shot on the same attack.
Instead of gaining Evasion, an Archer following the path of the Blade and the Bow gains Mettle, as the Hexblade ability of the same name. Instead of gaining Improved Evasion, the Archer instead gains Improved Mettle.