Arquera
With a keen eye and a strong arm, an archer is an invaluable asset in battle, covering their allies with devastating precision and a versatile and highly mobile skillset.
Fletcher (Level 4): Of all the skills of an archer, perhaps the most undervalued is the practice of fletching, the crafting of various arrows. As a Arquera, you are particularly skilled with this, and when engaging in Fletching, the amount of arrows you create are doubled, and they are automatically improved by one level of Quality at no additional cost to your Crafting budget and no need to have the corresponding materials. If you are creating Arrows that are already at the maximum Quality possible, then you gain +1 additional Damage die, and your Critical Hit range reduces by 1.
Quick-Draw (Level 9): Though you value your well practiced aim, often battle does not wait for you to be ready. If you roll at least a 10 on your React, you do not have to wait a turn or waste an attack on readying heavy bow weapons; you can immediately draw and fire, and this speedy draw applies to all of your attacks for the round. Additionally, when Reacting defensively with a Ranged weapon, you may double whatever movement you have available to you, and can freely convert this additional movement to a climbing speed without the requisite Athletics check, allowing you greater mobility to maintain the best vantage points in battle. However, if you wish to try for a free climb, you may attempt a DC20 Athletics check as a Skill Action.
Far Sighted (Level 14): You don't quite know which came first, your skill with a bow or a sharpened vision, but you enjoy the benefits nonetheless. Your range with Bow weapons is doubled, and out of combat you are able to see clearly at distances as far as your bow can shoot, as long as you are not affected by darkness, fog, solid matter, or other obscuring effects. This heightened vision aids you in exploration, allowing you to spot and identify distant objects, potential threats, or points of interest.
Skirmisher (Level 19): A great archer is nothing without their side arm; even the fastest draw is still slower than the pull of a dagger, and in close quarters the quick draw of a blade allows you to strike hard and fast without delay. You gain the ability to freely switch between melee and ranged Techniques, so long as you have a weapon you can easily draw with your free hand, and such melee attacks will deal an additional damage die.
Practiced Accuracy (Level 24): Long adventures and hours practicing have honed your accuracy to its peak. When you are attempting to make Ranged attacks against your enemies, if your Attack Rating is insufficient to hit them, you may roll 1d6 to attempt to make up the difference, and can do this once for every attack you have available to you. Outside of combat, this accuracy can also apply to shots you make with utility arrows, such as grappling arrows or illuminating flares, to ensure they hit their mark.
Sinking of the Aman-Bad (Level 29): Of all the archers that have existed across the land, none can compare to that of the unknown archer who sunk the great warship of the East, the Aman-Bad, with but a single arrow, a feat few archers have ever approached; your skills mark you as such an archer. Your Practiced Accuracy die grows to 1d8, and if Practiced Accuracy corrects your shot, allowing for a hit, you inflict the maximum of your damage roll on your target. Against environmental objects, like the hull of a ship, you deal quadruple damage. If you destroy the object in this way and have damage left over, you can apply it to any single enemy that is immediately adjacent to the object you damaged.