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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Role and Description= The Archer is an expert marksman, a warrior or hunter specialized in the use of a bow or crossbow. Archers are disciplined warriors, often more focused on precision and accuracy than on pure strength. In direct melee combat, an Archer will have many problems, but it can be very difficult to reach an enemy Archer and force him into melee. Archers come from very different areas of life – some are hunters or poachers in the woods and fields, other made a military career and become prized specialists for ranged combat. Since they are rarely involved in direct hand-to-hand combat, Archers rarely use heavy armor, and many archers prefer to attack from ambushes before they are attacked themselves, making armor more of a hindrance than a boon. Archetypical Archers from history, myth and media include characters like Robin Hood, Wilhelm Tell, an English Longbowmen from the 100 years war, or the Diablo II Amazon. The archer is a bit of a one trick pony. Yes, she is the impersonification of second line fighting and small scale artillery, but that is her most important and almost only feature. Forced into melee, the Archer is going to suffer. Running out of arrows is a nightmare. But, if she manages to achieve a position where her enemies can't reach her, she let death rain on them. An archer in combination with a big, broad-shouldered compagnion is a great team - and even more so in cooperation with anyone who can slow down or halt enemies. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier. '''Class Skills''' The Archer’s class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (warfare) (2xInt), Perception (Con+Wis), Ride (Dex + Cha), Stealth (Dex + Con) and Survival (Wis + Con) '''Skill Points at 1st Level''': (4 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 4 + Int modifier. =Table: The Archer= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +2 | +2 | +1 | Chosen Weapon (Focus), Sniper +1D4 |- |2nd | +1 | +1 | +3 | +3 | +1 | Rapid Shot |- |3rd | +2 | +1 | +3 | +3 | +2 | Distracting Attack |- |4th | +3 | +2 | +4 | +4 | +2 | Chosen Weapon (Specialization), Sniper +2D4 |- |5th | +3 | +2 | +4 | +4 | +3 | Bonus Feat |- |6th | +4 | +3 | +5 | +5 | +3 | Manyshot |- |7th | +5/+0 | +3 | +5 | +5 | +3 | Sniper +3D4 |- |8th | +6/+1 | +4 | +6 | +6 | +4 | Chosen Weapon (Improved Critical) |- |9th | +6/+1 | +4 | +6 | +6 | +4 | Ride the Wind |- |10th | +7/+2 | +5 | +7 | +7 | +5 | Bonus Feat, Sniper +4D4 |- |11th | +8/+3 | +5 | +7 | +7 | +5 | Improved Precise Shot |- |12th | +9/+4 | +6 | +8 | +8 | +6 | Chosen Weapon (Greater Focus) |- |13th | +9/+4 | +6 | +8 | +8 | +6 | Sniper +5D4 |- |14th | +10/+5/+0 | +7 | +9 | +9 | +6 | Deflect Arrows |- |15th | +11/+6/+1 | +7 | +9 | +9 | +7 | Bonus Feat |- |16th | +12/+7/2 | +8 | +10 | +10 | +7 | Sniper +6D4 |- |17th | +12/+7/+2 | +8 | +10 | +10 | +8 | Wounding Critical |- |18th | +13/+8/+3 | +9 | +11 | +11 | +8 | Chosen Weapon (Greater Specialization) |- |19th | +14/+9/4 | +9 | +11 | +11 | +9 | Greater True Shot, Sniper + 7D4 |- |20th | +15/+10/+5/+0 | +10 | +12 | +12 | +9 | Bonus Feat, Piercing Arrows |- |} =Archer Class Features= * '''Weapon and Armor Proficiency''': An archer is proficient with all simple weapons, all martial ranged weapons and with light armor, but not with shields. * '''Chosen Weapon (Ex)''': At first level, the Archer chooses one category of ranged weapons such as javelins, crossbows or bows. For all weapons of this category, she gains the weapon focus feat, and additional feats when she gains more Archer levels. * 1st Level: ''Weapon Focus'' * 4th: ''Weapon Specialization'' * 8th: ''Improved Critical'' * 12th: ''Greater Weapon Focus'' * 18th: ''Greater Weapon Specialization'' * '''Sniper (Ex)''': The Archer is trained to use her ranged weapon to kill her enemies. As a full round action, the Archer can attack a foe with a ranged weapon attack, when she did not move more than a 5 ft. Step and is not threatened by any opponent in melee, she can add the additional sniper damage to a single ranged attack. The damage resulting from this ability improves every three levels. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. 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. * '''Rapid Shot''': At 2nd level, an archer is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat. * '''Distracting Attack (Ex)''': Starting at 3rd level, whenever the archer hits an enemy with a weapon attack (melee or ranged) that enemy is considered flanked by her for the purpose of adjudicating the archer’s allies’ attacks. For example, if the archer’s rogue ally attacked that enemy, not only he would gain +2 on her melee attack roll but he could also add his sneak attack damage to a successful sneak attack. This flanked condition lasts until either the enemy is attacked by one of the archer’s allies or until the start of the archer’s next turn, whichever comes first. This ability has no effect on creatures that can’t be flanked. * '''Bonus Feats''': The Archer gets a Bonus Feat of the Fighter Bonus Feat list every five levels. * '''Manyshot''': At 6th level, an archer’s aptitude improves. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. * '''Improved Precise Shot''': At 11th level, an archer’s aptitude improves again. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. * '''Ride the Wind (ex)''': On 9th level, the Archer learns to cope with environmental effects on his arching skills; natural and supernatural environment effects such as strong wind, storm or spells like ''Gust of Wind'' or ''Windwall'' have no effect on the arrows and bolts of an Archer. * '''Deflect Arrows''': Starting at 14th Level, the archer’s knowledge about ranged weapons grants him the Deflect Arrows feat, even if he does not have the normal prerequisites for that feat. * '''Wounding Criticals (Ex)''': An archer of 17th or higher level who scores a critical hit on a creature also deals 1D4 Constitution Damage to said creature. Creatures immune to critical hits are also immune to this effect. * '''Improved True Shot''': Starting at 19th Level, an archer’s arrows are considered as adamantine weapons to bypass Damage Reduction. * '''Piercing Arrows''': After reaching 20th Level, every arrow shot by the Archer is considered a penetrating and attacks every creature in a 60 ft line.
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