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<blockquote data-quote="dungeon blaster" data-source="post: 2256284" data-attributes="member: 30575"><p><strong>The Archer</strong></p><p></p><p>ARCHER</p><p>Alignment: Any.</p><p>Hit Die: d8.</p><p></p><p>BAB: Medium (High for ranged weapons)</p><p>Saves: Good Fort</p><p></p><p><strong>Class Skills</strong></p><p>The archer’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Inspire (Cha), Intimidate (Cha), Jump (Str), Knowledge (War, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Ride (Dex), Spot (Wis), and Swim (Str).</p><p>Skill Points: 4 + Int modifier</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the archer.</p><p>Weapon and Armor Proficiency:[/b] An archer is proficient with all simple weapons and three martial melee weapons, all ranged weapons, light and medium armor, and light shields.</p><p><strong>Bonus Feats:</strong> At 3rd level, an archer gets a bonus feat. The archer gains an additional bonus feat at 7th level and every four archer levels thereafter (11th, 15th, and 19th). These bonus feats must be drawn from the feats noted as archer bonus feats. An archer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.</p><p>These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A archer is not limited to the list of archer bonus feats when choosing these feats.</p><p>Archer bonus feats: Far shot, greater weapon focus, greater weapon specialization, improved critical, improved disarm, improved initiative, improved precise shot, many shot, mounted archery, point blank shot, precise shot, quick draw, rapid reload, rapid shot, shot on the run, weapon focus, weapon specialization.</p><p><strong>Deadly Aim:</strong> As a full-round action, an archer can aim and fire a single deadly shot, gaining a +1 bonus to hit and dealing +1d6 extra damage. At 5th level and every four levels thereafter the bonus rises by +1 to hit and +1d6 damage, to a maximum of +5 to hit and +5d6 damage at 17th level.</p><p><strong>Strike:</strong> The Archer can only use these abilities in conjunction with Deadly Aim, and cannot be used in conjunction with other Strike abilities. The archer can use the strike ability a number of times per day equal to his archer level.</p><p><em>Stunning Strike:</em> When struck, the target must make a Fortitude save (DC 15) or be stunned for one round.</p><p><em>Wounding Strike:</em> When struck, the target suffers an additional point of blood loss damage every round as if the weapon had the wounding enchantment.</p><p><em>Crippling Strike:</em> When struck, the target suffers 2 points of Strength damage.</p><p><em>Critical Strike:</em> A successful attack results in an automatic critical hit.</p><p><em>Death Strike:</em> When struck, the target must make a successful Fortitude save (DC 20) or die instantly as if struck by an arrow of slaying of the target’s type.</p></blockquote><p></p>
[QUOTE="dungeon blaster, post: 2256284, member: 30575"] [b]The Archer[/b] ARCHER Alignment: Any. Hit Die: d8. BAB: Medium (High for ranged weapons) Saves: Good Fort [b]Class Skills[/b] The archer’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Inspire (Cha), Intimidate (Cha), Jump (Str), Knowledge (War, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Ride (Dex), Spot (Wis), and Swim (Str). Skill Points: 4 + Int modifier [b]Class Features[/b] All of the following are class features of the archer. Weapon and Armor Proficiency:[/b] An archer is proficient with all simple weapons and three martial melee weapons, all ranged weapons, light and medium armor, and light shields. [b]Bonus Feats:[/b] At 3rd level, an archer gets a bonus feat. The archer gains an additional bonus feat at 7th level and every four archer levels thereafter (11th, 15th, and 19th). These bonus feats must be drawn from the feats noted as archer bonus feats. An archer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A archer is not limited to the list of archer bonus feats when choosing these feats. Archer bonus feats: Far shot, greater weapon focus, greater weapon specialization, improved critical, improved disarm, improved initiative, improved precise shot, many shot, mounted archery, point blank shot, precise shot, quick draw, rapid reload, rapid shot, shot on the run, weapon focus, weapon specialization. [b]Deadly Aim:[/b] As a full-round action, an archer can aim and fire a single deadly shot, gaining a +1 bonus to hit and dealing +1d6 extra damage. At 5th level and every four levels thereafter the bonus rises by +1 to hit and +1d6 damage, to a maximum of +5 to hit and +5d6 damage at 17th level. [b]Strike:[/b] The Archer can only use these abilities in conjunction with Deadly Aim, and cannot be used in conjunction with other Strike abilities. The archer can use the strike ability a number of times per day equal to his archer level. [i]Stunning Strike:[/i] When struck, the target must make a Fortitude save (DC 15) or be stunned for one round. [i]Wounding Strike:[/i] When struck, the target suffers an additional point of blood loss damage every round as if the weapon had the wounding enchantment. [i]Crippling Strike:[/i] When struck, the target suffers 2 points of Strength damage. [i]Critical Strike:[/i] A successful attack results in an automatic critical hit. [i]Death Strike:[/i] When struck, the target must make a successful Fortitude save (DC 20) or die instantly as if struck by an arrow of slaying of the target’s type. [/QUOTE]
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