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Archer

Of history’s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as universal or as long-lasting as the bow. By the power of resistance and elasticity, a bow can carry projectiles great distances, leading to sweeping changes in the possibilities one might expect to meet his end.
Role: Archers are ranged artillery specialists, able to deal death with a quiet hum of their bows. Often quiet and stealthy, they are able skirmishers and ambushers.
Alignment: Any
Hit Die: d8
Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The archer’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier

Table: Archer

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Type3/4BadGoodBad
1st+0+0+2+0Archery Style, Aim (+1), Limit Breaks
2nd+1+0+3+0Precision Shot (+1d6), Hawkeye
3rd+2+1+3+1Deadshot, Aim (+2), Evasion
4th+3+1+4+1High Ground, Expert Archer
5th+3+1+4+1Improved Archery Style, Aim (+3), Hunter Trick
6th+4+2+5+2Fast Movement (+10 ft), Precision Shot (+2d6), Trick Shot
7th+5+2+5+2Improved Deadshot, Aim (+4), Hunter Trick
8th+6/+1+2+6+2Uncanny Dodge
9th+6/+1+3+6+3Safe Shot, Aim (+5), Hunter Trick
10th+7/+2+3+7+3Archery Style Mastery, Precision Shot (+3d6)
11th+8/+3+3+7+3Ranged Cleave, Aim (+6), Improved Evasion, Hunter Trick
12th+9/+4+4+8+4Fast Movement (+20 ft), Take Aim
13th+9/+4+4+8+4Evasive Archer, Aim (+7), Hunter Trick
14th+10/+5+4+9+4Critical Aim, Precision Shot (+4d6)
15th+11/+6/+1+5+10+5Penetrating Shot, Aim (+8), Hunter Trick
16th+12/+7/+2+5+10+5Threatening Shot
17th+12/+7/+2+5+10+5Volley, Aim (+9), Hunter Trick
18th+13/+8/+3+6+11+6Fast Movement (+30 ft), Precision Shot (+5d6), Improved Uncanny Dodge
19th+14/+9/+4+6+11+6Ranged Defense, Aim (+10), Hunter Trick
20th+15/+10/+5+6+12+6Master Archer

Class Features

All of the following are class features of the archer.

Weapon and Armor Proficiency

Archers are proficient with all simple weapons, plus longbow, shortbow, composite longbow, composite shortbow, and greatbow. Archers are proficient with light armor, but not with any type of shields.

Limit Breaks (Su)

At 1st level, the archer receives the Limit Breaks (Hail of Arrows and Trueshot Arrow).

Hail of Arrows (Su): This Limit Break allows the archer to shoot a single arrow into the area within 60 feet. As the arrow descends, it splits into hundreds of arrows raining down upon his enemies. Enemies within a 20-ft.-radius of the indicated area the archer has chosen suffer 1d6 points of damage per archer level, a Reflex save (DC 10 + half of the archer’s level + his Dexterity modifier) for half damage.

Trueshot Arrow (Su): This Limit Break allows the archer to fire an arrow at any opponent at three times the maximum range without any penalties for the round. The archer receives a +1 competence bonus on the Attack roll per archer level. If the attack hits, the damage is maximized.

Archery Style (Ex)

At 1st level, the archer is treated as having one of the following feats: Deadly Aim, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Rapid Reload, and Rapid Shot, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Aim (Ex)

Starting at 1st level, as a full-round action, the archer can make one shot count. The archer gains bonuses to attack and damage rolls when using bows and crossbows, indicated on the archer class table above. In addition, starting at 2nd level, the archer adds his precision shot damage and counts as a readied action for deadshot purposes.

Hawkeye (Ex)

At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow or crossbow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 3 levels beyond 2nd.

Precision Shot

Beginning at 2nd level, the archer adds the indicated damage bonus to any shot he makes against a foe who is denied Dexterity to AC (whether the target already has a Dexterity bonus or not). This extra damage is 1d6 at 2nd level, and it only applies when the archer uses a bow or crossbow while within 30 feet of the target. The extra damage increases by 1d6 every four archer levels thereafter.

At 16th level, when the archer gains the ability to flank with bows and crossbows, this damage also applies to shots against flanked targets. The archer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An archer cannot make a precision shot while striking a creature with concealment.

Evasion (Ex)

At 3rd level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archer is wearing light armor. A helpless archer does not gain the benefit of evasion.

Deadshot (Ex)

At 3rd level, when an archer attacks with a bow or crossbow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll.

High Ground (Ex)

After 4th level, if the adventuring archer is at least 5 vertical feet above their target, they gain a +2 circumstance bonus to all attack rolls made against them. The effective range of the archer’s special abilities (such as Precision Shot and Point Blank Shot) is doubled. The effects of this ability cannot increase the range of the archer’s attacks beyond the archer’s maximum range.

Expert Archer (Ex)

At 4th level, an archer gains a +1 bonus on attack and damage rolls with bows and crossbows. This bonus increases by +1 for every four levels beyond 4th.

Improved Archery Style (Ex)

At 5th level, an archer’s aptitude in his archery improves. He is treated as having one of the following feats or a feat from the previous ability: Crossbow Mastery, Improved Precise Shot, Parting Shot, and Manyshot, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Hunter’s Tricks

At 5th level, an archer learns the use of hunter’s tricks, which typically grant a boon or bonus to the archer or a nearby ally. At 5th level, the archer learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. An archer can use these tricks a total number of times per day equal to half his archer level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. An archer cannot select an individual trick more than once.

  • A complete list of hunter’s tricks can be found here: Hunter Tricks

Fast Movement (Ex)

At 6th level, when not firing or reloading, archer can quickly change position. When wearing light armor and carrying no more than a light load, his base move speed increases by 10’. This bonus increases to 20’ at 12th level and increases again to 30’ at 18th level.

Trick Shot (Ex)

At 6th level, an archer can choose one of the following actions: disarm, feint, or sunder. He can perform this action with a bow or crossbow against any target within 30 feet, with a –4 penalty to his attack roll. Every four levels beyond 6th, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 14th level, he may also choose from the following actions: bull rush, grapple, trip. A target grappled by an arrow or bolt can break free by destroying the archer’s arrow or bolt (hardness 5, hit points 1, break DC 13) or with an Escape Artist or Strength check (against the archer’s –4 penalty).

Improved Deadshot (Ex)

At 7th level, when an archer attacks with a bow or crossbow as a readied action, his target is denied its Dexterity bonus to its AC.

Uncanny Dodge (Ex)

Starting at 8th level, an archer can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An archer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If an archer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Safe Shot (Ex)

Beginning at 9th level, the archer no longer provokes attacks of opportunity when making a ranged attack with his bow or crossbow. When making other ranged attacks, such as throwing a dagger, the archer provokes as normal.

Archery Style Mastery (Ex)

At 10th level, an archer’s aptitude in his archery improves again. He is treated as having one of the following feats or a feat from the previous two abilities: Pinpoint Targeting and Shot on the Run, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Ranged Cleave (Ex)

A bow in the hands of an 11th-level archer becomes a weapon capable of shots with incredible power and precision. Whenever an archer deals enough damage to a creature with a bow or crossbow to drop the creature below 0 hit points, the archer receives a second attack against another creature within half the weapon’s range increment of the first target. If the second target is dropped below 0 hit points by the attack, the archer may take a third attack against another creature within one-quarter of the weapon’s range increment from the second target, and so on – the maximum distance between potential targets halving each time a target is successfully dropped.

Improved Evasion (Ex)

At 11th level, the archer’s evasion ability improves. This works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless archer does not gain the benefit of improved evasion.

Take Aim (Ex)

At 12th level, an archer may spend a full round to aim at a target. If the target remains stationary (moves no more than 5 feet), he may add half his class level to all ranged attacks he makes against that target within the next round.

Evasive Archer (Ex)

At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level.

Critical Aim (Ex)

At 14th level, the archer’s aim becomes a precise deadliness. The critical threat range of all bows and crossbows in the hands of the archer is increased by 1. At 18th level, this increases by 1 again. This increase stacks with Improved Critical and Keen effects.

Penetrating Shot (Ex)

At 15th level, when an archer confirms a critical hit with a bow or crossbow, the arrow or bolt pierces the target and can strike another creature in line behind it. The archer must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the arrow or bolt can continue to hit another target, but the penalties stack.

Threatening Shot (Ex)

Beginning at 16th level, the archer is so deadly with bows and crossbows, he may flank targets. He threatens an area at 10 ft. away, but not adjacent.

Volley (Ex)

At 17th level, as a full-round action, an archer can make a single bow or crossbow attack at his highest base attack bonus against any number of creatures in a 15-foot-radius burst, making separate attack and damage rolls for each creature.

Improved Uncanny Dodge (Ex)

An archer of 18th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him, unless the attacker has at least four more character levels than the archer does.

Ranged Defense (Ex)

At 19th level, an archer gains DR 5/- against ranged attacks. In addition, as an immediate action, he can catch an arrow or bolt fired at him and shoot it any target he chooses. The archer must have at least one hand free (holding nothing) to use this ability.

Master Archer (Ex)

At 20th level, an archer’s skill with archery becomes legendary. Any attacks made with that any bow or crossbow the archer wields automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding any bow or crossbow.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have archer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • AnticaAdd +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Au Ra: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Dwarf: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Elvaan: Add +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.
  • Galka: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Garif: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Genome: Add +1/6 for an additional 1d6 of precision shot damage.
  • Hume: Add +1/4 to the archer’s damage rolls with bows and crossbows.
  • Ixal: Add +1/6 for an additional 1d6 of precision shot damage.
  • Lamia: Add +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.
  • Mandragora: Add +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Mithra: Add +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Moogle: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Orc: Add +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Seeq: Add +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.
  • Tarutaru: Add +1/6 for an additional 1d6 of precision shot damage.
  • Tonkin: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Viera: Choose any ranged weapon the archer is proficient with. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
  • Yagudo: Add +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.

Archetypes