The Archer

The basic objectives of this revision are:


Class Statistics

Hit Die: 1d4+4/level.

Skill Groups: Agility, Athletics, Perception.

Skill Points/Level: 4 + Int modifier (x4 at 1st level).

Level

Base Attack Bonus

Ranged Base Attack Bonus

Base Defense Bonus

Special

Defense Feat Mastery

Finesse Feat Mastery

Projectile Feat Mastery

Other Feat Mastery

1

+0

+1

+1

Aim pool, deadeye shot

1

2

2

+1

+2

+2

Bonus feat

1

2

3

+2

+3

+3

Deadeye shot

2

1

3

4

+3

+5

+4

 

2

1

3

5

+3

+6

+5

Deadeye shot

3

2

4

1

6

+4

+7

+5

Bonus feat

3

2

4

1

7

+5

+8

+6

Deadeye shot

4

3

5

2

8

+6

+10

+7

 

4

3

5

2

9

+6

+11

+8

Deadeye shot

5

4

6

3

10

+7

+12

+9

Bonus feat, improved aim pool

5

4

6

3

11

+8

+13

+10

Sniper shot

6

5

7

4

12

+9

+15

+10

 

6

5

7

4

13

+9

+16

+11

Sniper shot

7

6

8

5

14

+10

+17

+12

Bonus feat

7

6

8

5

15

+11

+18

+13

Sniper shot, supreme aim pool

8

7

9

6

16

+12

+20

+14

 

8

7

9

6

17

+12

+21

+15

Killing shot

9

8

10

7

18

+13

+22

+15

Bonus feat

9

8

10

7

19

+14

+23

+16

Killing shot

9

8

10

7

20

+15

+25

+17

Legendary shot

9

8

10

7

Class Features

In general, precision-based effects (attack and damage bonuses, some special abilities) only apply against targets within 30 feet (but see the Far Shot expanded mastery feats).

Weapon and Armor Proficiency

Archers are proficient with all simple weapons, all projectile weapons (thrown and missile), and light armor.

Aim Pool

You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens.

You automatically gain aim tokens each round as given below.

Action spent aiming

Aim tokens gained

Move

1

Standard

2

Full round

4

Opponent remains still

1

Improved aim pool: At 10th level, you can fill your aim pool faster than before. See the table below for the improved token values for time spent aiming. Note that you can take a free action to aim only once per round.

Action spent aiming

Aim tokens gained

Free

1

Move

2

Standard

3

Full round

5

Opponent remains still

2

Supreme aim pool: You gain this ability at 15th level. You gain even more tokens by spending an action to aim.

Action spent aiming

Aim tokens gained

Free

2

Move

4

Standard

6

Full round

10

Opponent remains still

4

Certain archery feats will grant you additional aim tokens. You gain these additional tokens if you take at least a move action to aim.

Deadeye Shot

Unless otherwise stated:

Improved Rapid Shot: You must have the Rapid Shot base mastery feat to use this ability. You can spend 2 tokens to reduce the attack penalty on the target of your aim pool by 2, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack.

Improved Manyshot: You must have the Manyshot base mastery feat to use this ability. When you make a Manyshot attack on the target of your aim pool, you can spend 2 tokens to reduce the attack penalty by 2.

Improved Precise Shot: You must have the Precise Shot base mastery feat to use this ability. By spending 1 aim token, you gain +1d8 points of precision-based damage on your next ranged attack. You can spend additional aim tokens for extra damage, at 1 token per extra 1d8 points. The maximum number of tokens you can spend is 5 or half your Projectile feat mastery level, whichever is lower. You only get the extra damage on your next attack. Creatures immune to critical hits and sneak attacks are also immune to this damage.

Accurate Shot: If you make a ranged attack as part of an attack action or a full attack action (but not a standard action), you gain a +1 bonus to your attack roll for every aim token you spend on this ability. You can spend up to 5 tokens in this way, to gain a +5 bonus. This bonus applies only to one attack roll, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend the bonus to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a Manyshot attack.

Close-Quarters Archery: You must have the Point Blank Shot base mastery feat and be using a projectile weapon to use this ability. You may use your ranged weapon as a melee weapon for 1 round. You threaten spaces up to your normal reach and make attacks of opportunity as normal. You may not make ranged attacks in the round in which you use this ability.

This ability represents general skill at self-defense when armed with a ranged weapon. You lose half of any accumulated aim tokens you may have, rounded down.

Distant Shot: You must have the Far Shot base mastery feat and be using a projectile weapon to use this ability. Your ranged attacks against a target at distances within the 10th range increment are treated as being at the 9th range increment for the purpose of determining the penalty to attacks. For every additional token spent, reduce these numbers by 1. For example, if you spend 2 tokens, a target within the 9th to 10th range increment is treated as being at the 8th range increment; if you spend 3 tokens, a target within the 8th to 10th range increment is treated as being at the 7th range increment; etc. You may spend up to 5 aim tokens this way.

Armor Piercing Shot: If you make a ranged attack as part of an attack action or a full attack action (but not a standard action), you can decrease your target’s damage reduction (if any) by 2 points per aim token spent. You may spend up to 5 aim tokens to decrease your target’s DR in this way. The decreased DR applies only to one attack roll, but you can also spend tokens to extend it to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend this benefit to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a Manyshot attack.

Hamstring Shot: By spending 2 aim tokens, you aim your shot to slow your target down in addition to causing injury. If your next attack successfully deals damage, your target must make a Fortitude save (DC 10 + 1/2 your archer level + your Wisdom modifier + additional tokens spent). If he fails, he can only move at half normal speed until the end of his turn. You may spend up to 5 additional tokens to increase the DC of the save.

Unerring Shot: Spend 1 aim token to use this ability. Before you make your attack, your target must make a Reflex save (DC 10 + 1/2 your archer level + additional tokens spent). If he fails, he loses his active bonus to defense against your next attack; this does not apply to your subsequent shots. You may spend up to 5 additional tokens to increase the DC of the save.

Sniper Shot

Unless otherwise stated:

Greater Rapid Shot: You must have the Rapid Shot base mastery feat to use this ability. You can spend 2 tokens to reduce the attack penalty on the target of your aim pool by 2, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.

Greater Manyshot: You must have the Manyshot base mastery feat to use this ability. When you make a Manyshot attack on the target of your aim pool, you can spend 2 tokens to reduce the attack penalty by 2. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.

Greater Precise Shot: You must have the Precise Shot base mastery feat to use this ability. By spending 2 tokens, your ranged attacks ignore the defense bonus granted to your target by anything less than total cover, and the miss chance granted by anything less than total concealment. In addition, if your target is in a grapple, you can ignore the chance of hitting another grappler.

Greater Shot on the Run: You must have the Shot on the Run base mastery feat to use this ability. You deal an additional 3 points of damage per aim token spent when you use a full attack action to move and attack, as given in that feat’s description. You can spend up to 5 tokens for extra damage in this way.

Critical Shot: If you make a successful ranged attack as part of a standard action or an attack action (but not a full attack action), treat your d20 roll as 10 higher than it actually is for the purpose of determining if it threatens a critical hit. This ability costs 2 aim tokens to use. For every additional token spent, you can treat your d20 roll as 3 points higher to determine if it is a critical threat. (Thus spending 5 tokens is enough to guarantee a critical threat on a successful attack, since a natural 1 on the attack roll is always a miss.)

Daunting Shot: By spending 2 aim tokens, your next shot, if it hits, can cause your target to become shaken for 2d4 rounds. A Will save (DC equal to 10 + damage dealt) negates the effect. You cannot use this ability to impose a condition worse than “shaken” upon a creature.

Deadly Shot: By spending 2 aim tokens, you gain a bonus to damage equal to half your Dexterity bonus to all your ranged attacks on the target of your aim pool for 1 round.

Disrupting Shot: To use this ability, you must ready an action to fire at your target. If you hit and successfully deal damage, your target must make a Fortitude save (DC 10 + 1/2 your archer level + your Wisdom modifier + additional tokens spent) or lose their actions for the rest of the round. You may spend up to 10 additional tokens to increase the DC of the save.

Greater Armor Piercing Shot: If you make a ranged attack as part of an attack action or a full attack action (but not a standard action) and spend 4 aim tokens, you can ignore your target’s damage reduction for 1 round. This bonus applies only to one attack roll, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 tokens per attack after the 1st. You can choose not to extend the bonus to all of your attacks. Note that since you cannot use this ability with a standard action, you cannot use it in conjunction with a Manyshot attack.

Arrow Ladder Shot: As per IH p.33.

Improved Ranged Sunder: As a standard action, you can spend 2 tokens to make a ranged sunder attempt on your target. You take a -4 penalty to your opposed check.

Special: If you do not have this ability, you may attempt an untrained ranged sunder as a full-round action, with a -10 penalty to your opposed check.

Killing Shot

Unless otherwise stated:

Death Shot: You must have the Precise Shot base mastery feat to use this ability, and the target of your aim pool must have lost their active bonus to defense against you. Make a single attack as a standard action; if you hit and successfully deal damage, by spending 10 aim tokens you can force your opponent to make a Fortitude save or be dropped immediately. The DC on the save is 10 + 1/2 your archer level + your Wisdom modifier + additional tokens spent; failure means your opponent is immediately reduced to -1 hit points. You can spend up to 10 tokens to increase the DC of the save. You may use this ability only once per target per encounter, and it counts as a precision-based effect.

Supreme Rapid Shot: You must have the Rapid Shot base mastery feat to use this ability. You can spend 4 tokens to reduce the attack penalty on the target of your aim pool by 4, when you use Rapid Shot. The reduced penalty applies only to the target of your aim pool, not to other opponents you might attack. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.

Supreme Manyshot: You must have the Manyshot base mastery feat to use this ability. When you make a Manyshot attack on the target of your aim pool, you can spend 4 tokens to reduce the attack penalty by 4. You can only reduce a penalty to zero this way; you cannot gain an actual bonus.

Power Shot: For every aim token you spend, you may subtract 1 from your ranged attack rolls for the round and gain 1 point of bonus damage to your ranged damage rolls. This counts as precision-based damage, and the attack penalties apply even if your target is out of range for the damage bonus. You may spend up to 5 tokens in this way, for a total -5 penalty to attacks and a +5 bonus to damage.

Improved Ranged Disarm: As per IH p.34.

Special: If you do not have this ability, you may attempt an untrained ranged disarm, with a -10 penalty to your check result.

Improved Ranged Trip: As per IH p.34. You may spend up to 10 additional tokens to increase the DC of the save.

Special: If you do not have this ability, you may attempt an untrained ranged trip, with a -5 penalty to the save DC. You may not spend tokens to increase the DC in this case.

Legendary Shot

To attempt a legendary shot, you must spend 20 aim tokens before your attack. You may then fire at your target with one of the following special benefits:

You can combine a legendary shot with a deadeye shot, sniper shot and/or a killing shot ability.

Related Material

These changes should be used together with the revised archery feats.


Last updated: 07 Jun 2006

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