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Do you imagine your fighter running swiftly across the battlefield, firing well-placed arrows into the enemy’s ranks with unerring accuracy? Then choose the following options:


Archer Class FeaturesEdit

The Archer gains the following class features:

Attacks and Weapon ProficienciesEdit
Tracker's QuarryEdit
Hit Points, Defenses and Armor ProficienciesEdit
  • The Archer's maximum hit points are equal to his racial hit points.
  • The Archer's Vitality is equal to 5 + his Constitution modifier.
  • The Archer gains a +2 class bonus to Reflex. His Defenses are:
    • Reflex: 12 + Dex (+racial bonuses)
    • Fortitude: 10 + Con (+racial bonuses)
    • Will: 10 + higher of Wis, Int or Cha (+racial bonuses)
  • The Archer is proficient with light armor, heavy armor, and shields. When wearing Leather and wielding a Greatbow, his Defenses are:
    • Armor: 14 + Dex (+racial bonuses to Reflex)
    • Reflex: 12 + Dex (+racial bonuses)
    • Fortitude: 10 + Con (+racial bonuses)
    • Will: 10 + higher of Wis, Int or Cha (+racial bonuses)
Trained SkillsEdit
  • The Archer is proficient in Athletics, Endurance, Perception and Stealth. His trained skill bonuses are:
    • Athletics: Str +3
    • Endurance: Con +3
    • Stealth: Dex +3
    • Perception: Wis +3
Class ManeuversEdit
  • At level 0, the Archer may perform one class maneuver per encounter, and knows the following class maneuvers:

Scout AheadEdit

(per-encounter free reactionutility maneuver)

Prerequisites:

Battle Awareness

Trigger:

You roll Initiative.

Target:

The area within 10 + your Wisdom modifier paces of you in each direction
(Perception - no difficulty).

Effect:

You may immediately choose one at-will stance that you know, and enter that stance as part of this action. You determine the number and nature of all creatures that have moved through the area within the past 24 hours whose stealth checks did not exceed your check result. You ascertain when and where they entered the area, and when and where they left. Until the end of the encounter, enemies within the burst gain a penalty to all Stealth checks equal to your Wisdom modifier, and you and your allies may ignore half your enemies' concealment or cover bonuses caused by terrain within the area. Whenever an ally misses an attack against an enemy within the area, you may slide that enemy one pace as a free reaction.

Disrupting StrikeEdit

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Tracker's Quarry

Trigger:

You hit your quarry with a weapon attack.

Effect:

Choose one: the target becomes dazed or immobilized until the end of your next turn.
The target becomes stunned until the end of your next turn instead if you achieve a critical hit.

Piercing ShotEdit

(per-encounter standard actionprovoking attack maneuver)

Prerequisites:

Archery fighting style

Requirement

You must be using a ranged weapon with the piercing property.

Target:

One creature within range (Weapon vs. Reflex)

Hit:

1dW + ranged damage bonus damage, and the target begins bleeding 5 + your level ongoing damage.

Miss:

You slide the target a number of paces equal to your Wisdom modifier, and the target grants advantage to you and your allies until the end of your next turn.

  • The Archer starts with the following equipment:
    • Leather (Defense: 14 + Dex, no check/speed penalties)
    • Greatbow (Attack: Dex +5; Damage: 1d10 + Dex piercing damage)


Archer At-Will ManeuversEdit

At level 0, the Archer may choose two at-will maneuvers from the following list. At each even level, or whenever the Archer would gain training in bows, the Archer gains one additional at-will maneuver that they do not already possess.

Battle awareness at-wills Tracker's quarry at-wills

  1. REDIRECT Archery fighting style at-wills


Leveling UpEdit

At each level, you gain new features and bonuses to increase your fighting prowess.

Level Class Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Level 0 1/E - - - - -
Level 1-2 1/E 1/E - - - -
Level 3-4 1/E 1/E 1/E - - -
Level 5-6 1/E 1/E 1/E 1/E - -
Level 7-8 - 1/E 1/E 1/E 1/E -
Level 9-10 - - 1/E 1/E 1/E 1/E
* 1/E = Once per Encounter; 2/E = Twice per Encounter

Level 1Edit

(1,000 XP)

Disarming StrikeEdit

(per-encounter free reactionattack maneuver)

Prerequisites:

light blade or flail fighting style, or battle awareness

Trigger:

You hit an enemy with a melee weapon attack.

Effect:

If the attack deals more damage than the target's heal value, reduce the damage by the target's heal value, and the target's weapon is knocked out of their hands and thrown a number of paces equal to your Dexterity modifier in a direction of your choice. Excess damage is applied to the target’s hit points as normal.

Evasive ManeuverEdit

(per-encounter immediate actiondefensive maneuver)

Prerequisites:

Battle Awareness

Effect:

You may shift a number of paces up to your Wisdom modifier through any spaces that you have scouted ahead, ignoring difficult terrain. At the end of your turn, you may shift one pace as a free action.

Reactive StrikeEdit

(per-encounter immediate reactionattack maneuver)

Prerequisites:

Battle Awareness

Trigger:

A creature makes a melee attack against you.

Effect:

You may shift one pace, then make a basic melee attack or basic ranged attack against the target with a feat bonus to the attack roll equal to your Wisdom modifier.

Unbalancing ReactionEdit

(per-encounter immediate interruptdefensive maneuver)

Prerequisites:

Battle Awareness

Trigger:

A creature misses a melee attack against you.

Effect:

The target grants advantage to you until the end of your next turn, and you may shift one pace.

Tracker's quarry rank 1 maneuvers


  • Maneuvers per encounter: One Rank 1 or lower, one class maneuver.

Level 2Edit

(3,000 XP)

Level 3Edit

(6,000 XP)


Arrow StormEdit

(per-encounter standard actionattack maneuver)

Prerequisites:

archery fighting style

Requirement

You must be using a ranged weapon with the load free or swift property.

Target:

One creature or space within range (Weapon vs. Armor)

Secondary Target:

Each other creature within Wisdom modifier paces of the first target (Weapon vs. Armor)

Special

You may not select more targets than you have available ammunition.

Hit:

1dW + [ ranged damage bonus ] damage.

Miss:

You slide the target one pace.

  • Maneuvers per encounter: One Rank 2 or lower, one Rank 1 or lower, one class maneuver.

Level 4Edit

(10,000 XP)

Level 5Edit

(15,000 XP)

Avoid AmbushEdit

(per-encounter automatic reactiondefensive maneuver)

Prerequisites:

Battle Awareness

Trigger:

An enemy rolls Initiative while you are surprised, and achieves an Initiative check less than your Spot defense.

Effect:

You immediately roll Initiative, then scout ahead as an automatic reaction, but do not expend an additional per-encounter feat use for doing so. If any enemies are within the area that you scout ahead, a number of your allies equal to your Wisdom modifier are no longer surprised.


  • Maneuvers per encounter: One Rank 3 or lower, one Rank 2 or lower, one Rank 1 or lower, one class maneuver.

Level 6Edit

(21,000 XP)

Level 7Edit

(28,000 XP)



  • Maneuvers per encounter: One Rank 4 or lower, one Rank 3 or lower, one Rank 2 or lower, one Rank 1 or lower.

Level 8Edit

(36,000 XP)

Level 9Edit

(45,000 XP)



  • Maneuvers per encounter: One Rank 5 or lower, one Rank 4 or lower, one Rank 3 or lower, one Rank 2 or lower.

Level 10Edit

(55,000 XP)

Level 11Edit

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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