The Archer is the epitome of skill with the bow - the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor.
Advantages:
- +1 bonus to hit and damage rolls with any missile weapon every 4 levels.
- +1 bonus to armor class vs. missile weapons every 6 levels.
- +5% chance to score a critical hit at level 13 and 18.
- May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows.
- May use Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together with other shot abilities.
- May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
- May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
- May use Create Blessed Ammunition ability once per day every 8 levels, starting at level 4.
ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to the level of the Archer:
4th level: Target is entangled for three rounds if failed save vs. Spell.
8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.
12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.
16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.
20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty.
POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target, according to the level of the Archer:
8th level: Knock back target if failed save vs. Breath.
12th level: Knock back target if failed save vs. Breath at -1 penalty.
16th level: Knock back target if failed save vs. Breath at -2 penalty.
20th level: Knock back target if failed save vs. Breath at -3 penalty.
EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause physical damage to nearby targets in 15' range, according to the level of the Archer:
8th level: 1d4 damage to nearby targets
12th level: 1d4+2 damage to nearby targets
16th level: 1d4+4 damage to nearby targets
20th level: 1d4+6 damage to nearby targets
Caution: Damages enemies, allies and innocent bystanders alike.
CONJURE ELEMENTAL AMMUNITION: Create a specially prepared arrow or bolt blessed by the Archer's worshipped god or goddess for 8 hours containing one score of charges. Number of charges doubles at levels 8 and 16 respectively.
4th level: +1 enchantment, +1 to hit rolls, additional 1d3 fire damage.
8th level: +2 enchantment, +2 to hit rolls, additional 1d3 fire damage and 1d3 cold damage, entangle for two rounds vs. unnatural creatures if failed save vs. Spell.
12th level: +2 enchantment, +2 to hit rolls, additional 1d3 fire damage, 1d3 cold damage and 1d3 acid damage, blindness for two rounds vs. unnatural creatures if failed save vs. Spell.
16th level: +3 enchantment, +3 to hit rolls, additional 1d3 fire damage, 1d3 cold damage, 1d3 acid damage and 1d3 electrical damage, slow for two rounds vs. unnatural creatures if failed save vs. Spell at -2 penalty.
20th level: +4 enchantment, +4 to hit rolls, additional 1d3+2 fire damage, 1d3+2 cold damage, 1d3+2 acid damage and 1d3+2 electrical damage, slow and blindness for two rounds vs. unnatural creatures if failed save vs. Spell at -4 penalty.
SURE SHOT (HLA): High-level Archers have gained perfect control over their ranged weapon of choice which allows them to point out and target vital areas of the opponent with frightening precision and speed. By enabling this ability, the Archer takes up his stance and shoots missiles in rapid succession. For the next 12 seconds this ability sets one's number of attacks per round to 10 and every shot is considered a critical hit. Since this technique requires utmost skill and concentration, the Archer is rooted to the spot for the next two rounds. It can not be used together with other shot abilities.
SET MISSILE TRAP (HLA): This ability allows the Archer to set a single powerful spring-loaded missile trap in the chosen location when no hostile creatures are in sight. It does 3d10 missile damage and each 1d10 damage of various elemental types to the unsuspecting creature that sets it off.
Disadvantages:
- -1 CON penalty.
- May not wear any metal armor.
- May only become Proficient (one slot) with melee weapons.
Fighter kit: Marksman
This kit provides the same characteristics as the Archer kit with the following restrictions:
- Conjure Elemental Ammunition ability is replaced by Produce Reinforced Ammunition ability.
- Set Missile Trap HLA not available.
- May become Specialized (two slots) with melee weapons.
- May only allocate one slot in any fighting style.
Paladin kit: Bow Knight
This kit provides the same characteristics as the Archer kit with the following differences:
- Conjure Elemental Ammunition ability is replaced by Evoke Blessed Ammunition ability.
- Explosive Shot ability not available.
- Set Missile Trap HLA not available.
- No bonus proficiencies for Darts.
- May only become Proficient (one slot) with melee weapons.
- May only allocate one slot in any fighting style.
Thief kit: Sharpshooter
This kit provides the same characteristics as the Archer kit with the following differences:
- +1 bonus to hit and damage with missile weapons only every 5 levels.
- +1 bonus to armor class vs. missile weapons only every 8 levels.
- +5% chance to score a critical hit at level 18.
- Conjure Elemental Ammunition ability is replaced by Craft Endowed Ammunition ability.
- Power Shot ability not available.
- Sure Shot HLA not available.
- May only distribute 15 skill points per level among thieving skills.
- May not use Backstab ability.