Extras‎ > ‎Custom Creations‎ > ‎Duckfin's Lab‎ > ‎Pathfinder-Lite‎ > ‎Classes‎ > ‎

Archer

Master of projectile weapons, a well-experienced Archer can fire multiple arrows a round or aim a single arrow at an enemy's weakest spot, taking it down in record time.
Level Ranged BAB Melee BAB Special
1 +0 +0 Deadeye shot
2
+0 +0 Bonus Feat
3
+0 +0 Deadeye shot
4
+1 +0
5
+1 +0 Deadeye shot
6
+1 +0 Bonus Feat
7
+1 +0 Deadeye Shot
8
+2 +0
9
+2 +0 Deadeye Shot
10
+2 +1 Bonus Feat
11
+2 +1 Sniper Shot
12
+3 +1
13
+3 +1 Sniper Shot
14
+3 +1 Bonus Feat
15
+3 +1 Sniper Shot
16
+4 +1
17
+4 +1 Killing Shot
18
+4 +1 Bonus Feat
19
+4 +1 Killing Shot
20
+5 +2 Legendary Shot

Weapon And Armor Proficiency

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

Deadeye Shot

As an Archer progresses in training, he learns a variety of trick shots to overcome enemies and obstacles. At 1st level and every odd level thereafter (up to 9th level), he learns one of the following abilities. He may only pick each ability once. In any round, an Archer may only use one of the Deadeye Shots that he knows.

Accurate Shot: If you make a ranged attack this turn, you gain a +1 bonus to your attack roll for every Hit Point you spend on this ability. You can spend up to 5 Hit Points in this way, to gain a +5 bonus. This bonus applies only to the first attack roll this turn, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 Hit Points per attack after the 1st. You can choose not to extend the bonus to all of your attacks.

Armor Piercing Shot: If you make a ranged attack, you can decrease your target's damage reduction (if any) by 2 points per Hit Point spent. You may spend up to 5 Hit Points 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, at 2 Hit Points per attack after the 1st. You can choose not to extend this benefit to all of your attacks.

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 spend 1 Hit Point to 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.

---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.---

Vicious Precise Shot: You must have the Precise Shot base mastery feat to use this ability. If you make a ranged attack, that attack deals +1d6 precision damage damage for each Hit Point you spend. The maximum number of Hit Points you can spend is 5 or half your Projectile feat mastery level, whichever is lower. You only get the extra damage on a single attack, and only if that attack is made this turn. You must spend the Hit Points before you roll to hit, and the Hit Points are wasted on a failed attack roll. Creatures immune to critical hits and sneak attacks are also immune to this damage.

Hamstring Shot: By spending 2 Hit Points, 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 + your Wisdom modifier + additional Hit Points 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 Hit Points to increase the DC of the save.

Bonus Feat

At 2nd level and every four levels thereafter, you gain a bonus feat from the Projectile, Defense, or Finesse mastery trees.

Sniper Shot

When an Archer progresses further in his training, he learns more specialized trick shots to defeat his enemies. At 11th, 13th, and 15th level, he learns one of the following abilities. He may select a Deadeye Shot in place of a Sniper Shot. He may only pick each ability once. In any round, an Archer may only use one of the Sniper Shots that he knows, but he may use a Sniper Shot and Deadeye Shot in the same round.

Critical Shot: If you make a successful ranged attack, you may spend 2 Hit Points to treat your attack result as 5 higher than it actually is for the purpose of determining a critical hit/critical damage. For every additional Hit Point spent, you can treat your result as 3 higher. You may spend a maximum of 5 Hit Points in this way.

Daunting Shot: By spending 2 Hit Points, your next shot, if it hits, can cause your target to become shaken for 2d4 rounds. A Will save (DC 10 + Wis modifier + additional Hit Points spent) negates the effect. You cannot use this ability to impose a condition worse than shaken upon a creature. You may spend up to 5 additional Hit Points to increase the DC of the save.

Deadly Shot: By spending 2 Hit Points, you gain a bonus to damage equal to half your Dexterity bonus to all your ranged attacks for 1 round.

Improved Accurate Shot: If you make a ranged attack this turn, you gain a +1 bonus to your attack roll for every Hit Point you spend on this ability. You can spend up to 10 Hit Points in this way, to gain a +10 bonus. This bonus applies only to the first attack roll this turn, but you can also spend tokens to extend the bonus to subsequent attacks in the same round on the same target, at 2 Hit Points per attack after the 1st. You can choose not to extend the bonus to all of your attacks. This ability requires, overlaps, and does not stack with Accurate Shot.

Improved Armor Piercing Shot: If you make a ranged attack, you can decrease your target's damage reduction (if any) by 2 points per Hit Point spent. You may spend up to 10 Hit Points 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, at 2 Hit Points per attack after the 1st. You can choose not to extend this benefit to all of your attacks. This ability requires, overlaps, and does not stack with Armor Piercing Shot.

Improved Precise Shot: You must have the Precise Shot base mastery feat to use this ability. By spending 2 Hit Points, 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.

Killing Shot

Progressing even further in his training, an Archer learns very specialized shots to take down his foes. At 17th, and 17th level, he learns one of the following abilities. He may select a Deadeye Shot or Sniper Shot in place of a Killing Shot. He may only pick each ability once. In any round, an Archer may only use one of the Killing Shots that he knows, but he may use a Killing Shot, Sniper Shot, and Deadeye Shot all in the same round.

Shot: 5 Hit Points.