Alignment: Any.
Hit Die: d8.
The Archer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography/History/Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Archer
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | Precision attack +1d6 |
| 2nd | +2 | +3 | +3 | +0 | Archery Style |
| 3rd | +3 | +3 | +3 | +1 | Improved Initiative |
| 4th | +4 | +4 | +4 | +1 | Precision attack +2d6 |
| 5th | +5 | +4 | +4 | +1 | Run, Improved Increment +5 |
| 6th | +6/+1 | +5 | +5 | +2 | Improved Archery Style |
| 7th | +7/+2 | +5 | +5 | +2 | Precision attack +3d6 |
| 8th | +8/+3 | +6 | +6 | +2 | Wear Medium Armor |
| 9th | +9/+4 | +6 | +6 | +3 | Evasion |
| 10th | +10/+5 | +7 | +7 | +3 | Precision attack +4d6, Improved Increment +10 |
| 11th | +11/+6/+1 | +7 | +7 | +3 | Archery Style mastery |
| 12th | +12/+7/+2 | +8 | +8 | +4 | Camouflage |
| 13th | +13/+8/+3 | +8 | +8 | +4 | Precision attack +5d6 |
| 14th | +14/+9/+4 | +9 | +9 | +4 | Improved Precision attack |
| 15th | +15/+10/+5 | +9 | +9 | +5 | Improved Increment +15 |
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Precision attack +6d6 |
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight |
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Expert Precision attack |
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | Precision attack +7d6 |
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | Improved Evasion, Improved Increment +20 |
All of the following are class features of the Archer.
Weapon and Armor Proficiency: Archers are proficient with all simple weapons, with all martial ranged weapons, and with light armor. Archers are not proficient with any shields.
Precision Attack: If an archer can catch an opponent when he is unable to react effectively to an attack, he can strike a vital spot for extra damage. Any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or any time a target has remained in the same place for two rounds without moving, the archer can attempt a precision attack with a ranged weapon. The archer must declare that he is attempting a precision attack before making his attack roll, which is then rolled at a -4 penalty. The extra damage is 1d6 at 1st level, and it increases by 1d6 every three archer levels thereafter. Should the archer score a critical hit with a precision attack, this extra damage is included when multiplying. The target must be within one range increment of the weapon that the archer is using to make the attack.
A archer can only use precision attack against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to precision attacks. The archer must be able to see the target well enough to pick out a vital spot and must be able to hit such a spot reliably. Strong prevailing winds and similar conditions make it impossible to make precision attacks. An archer cannot use precision attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond one range increment or otherwise unsuitable targets.
Archery Style (Ex): At 2nd level, an archer must select one of two Archery Styles to pursue: speed or precision. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the archer selects speed, he gains the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the archer selects precision, he gains the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat.
An archer loses all benefits of his Archery Style when wearing heavy armor.
Improved Initiative: Archers gain Improved Initiative as a bonus feat at 3rd level.
Improved Archery Style (Ex): At 6th level, an archer's aptitude in his chosen Archery Style improves. If he selected speed at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the archer selected precision at 2nd level, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the archer’s chosen style apply only when he is not wearing heavy armor.
Improved Increment: Every five levels, an archer's range increment with ranged weapons increases by five feet.
Evasion (Ex): At 9th level, 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 ranger does not gain the benefit of evasion.
Archery Style Mastery (Ex): At 11th level, an archer’s aptitude in his chosen Archery Style improves again. If he selected archery at 2nd level, he is treated as having the Greater Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the archer selected precision at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
As before, he loses all benefits of his Archery Style when wearing heavy armor.
Camouflage (Ex): An archer of 12th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved Precision Attack: An archer of 14th level or higher can use precision attacks against an enemy that has gone one round without moving, provided that the enemy is of a type susceptible to precision attacks (and not subject to any circumstances that negate precision attacks.) The penalty for attempting a precision attack is reduced to -1. Furthermore, he can attempt precision attacks at enemies within two range increments.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a archer of 17th level or higher can use the Hide skill even while being observed.
Expert Precision Attack: An archer of 18th level or higher can use precision attacks against an enemy within three range increments. The archer no longer suffers a penalty when attempting a precision attack.