Archer

Level Points Hit Dice Range Bonus Damage
1 0 1d8 +25%
2 2,500 2d8 +25%
3 5,000 3d8 +25% +1
4 10,000 4d8 +25% +1
5 20,000 5d8 +25% +1
6 40,000 6d8 +50% +1
7 80,000 7d8 +50% +2
8 160,000 8d8 +50% +2
9 320,000 9d8 +50% +2
10 480,000 9d8+2 +50% +2
11 640,000 9d8+4 +75% +3
12 800,000 9d8+6 +75% +3
13 960,000 9d8+8 +75% +3
14 1,120,000 9d8+10 +75% +3
15 1,280,000 9d8+12 +75% +4
16 1,440,000 9d8+14 +100% +4
17 1,600,000 9d8+16 +100% +4
18 1,760,000 9d8+18 +100% +4
19 1,920,000 9d8+20 +100% +5
20 2,080,000 9d8+22 +100% +5

The term Archer is used to describe characters who specialize in ranged-weapons. An individual may refer to themselves by a more specific name such as Crossbowman, Longbow-man, Slinger, and the like depending on their specific chosen weapon specialization. Regardless of weapon choice, all Archers use similar techniques and abilities.

An Archer is able to use all armor, shield and weapon types.  An Archer must have a Dexterity score of 13 or higher.

Archers must select a single ranged weapon type as a Chosen Weapon. With this chosen weapon, the Archer’s effective range increases (see table above) and they receive a bonus to damage rolls to targets at short range (also above on table). An Archer wearing heavy armor or otherwise heavily encumbered loses the benefits of their chosen weapon.

Archers can take Careful Aim with any ranged weapon. By standing very still and taking aim they can increase their effective dexterity bonus “to hit” by +2 or equivalent to their Archer Damage Bonus if higher (at 11th-level or higher). Because one stands still and concentrates intently on a target, the Archer loses any dexterity bonus to their Armor Class, and they may not move at all during the round.

In addition to the combat related bonuses, an Archer is skilled in the craft of their particular weapon choice, whether as a Fletcher or the equivalent for other weapons. They are able to craft their own ammunition or even replacement weapons given reasonable resources and time, as determined by the DM, though they may require the assistance of dedicated weapon smiths or at least those facilities; otherwise having to craft portions of arrows, spear-heads, etc. out of bone, stone, or other suitable material depending on the particular weapon needs.

In other respects, the Archer acts as a Fighter.  (This class is the Fighter with the Archer quasi-class applied.)


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