Dwarven crossbowyers battle the vilest creatures—often in underworld tunnels, far from their homes—in defense of their clans. Their great skills with crossbows make dwarven crossbowyers deadly hunters of the dark aberrations and depraved humanoids that otherwise would destroy everything the dwarves have built.
The dwarven crossbowyer is an archetype of the archer class, available only to dwarf archers.
Dwarven crossbowyers are proficient with all simple weapons, plus hand crossbow, light crossbow, heavy crossbow, and repeating crossbow.
This ability replaces the archer’s weapon proficiencies.
Armor Piercer (Ex)
A dwarven crossbowyer regularly defends his underground home from some of the most dangerous predators in the world. When using a crossbow (of any sort), a dwarven crossbowyer reduces the armor, shield, or natural armor bonus of his target by 1. This ability cannot reduce the target’s modifier below 0. For every four archer levels, a dwarven crossbowyer can reduce the armor, shield, or natural armor bonus of his target by an additional –1. (For example, –2 to armor, shield, or natural armor at 5th level, –3 at 9th level, and so on.) A dwarven crossbowyer can apply this penalty to multiple aspects of the target’s AC. For example, if a 9th-
This ability replaces aim.
Pack Mule (Ex)
Early in his career, a dwarven crossbowyer learns to better bear the burden of the gear and equipment he needs during long excursions away from home. He gains a +2 bonus to his Strength score for the purposes of determining carrying capacity. At 10th level, this bonus increases to +4. In addition, even when bearing a large load or burdened by weighty armor, the dwarven crossbowyer fares better than others. At 2nd level, he reduces his armor-
This ability replaces hawkeye.
Preferred Environment (Ex)
After 4th level, when underground or in a structure made primarily from stone, a dwarven crossbowyer feels at home. He gains a +2 bonus on Acrobatics, Climb, Knowledge (dungeoneering), Perception, and Survival checks. He also gains a +2 bonus on weapon attack and damage rolls. A dwarven crossbowyer may make Knowledge (dungeoneering) skill checks untrained. At 10th level, the bonus increases to +4, and at 16th level it increases to +6.
This ability replaces high ground.
Expert Crossbowyer (Ex)
At 4th level, a dwarven crossbowyer gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 for every four levels beyond 4th.
This ability replaces expert archer.
At 6th level, a dwarven crossbowyer may use the Stealth skill to hide in any stone environment—including within structures made primarily of stone—even if he does not have cover or concealment. In addition, while traveling through natural stone environments, a dwarven crossbowyer does not suffer any armor-
This ability replaces fast movement.
Close Combat Shot (Ex)
Beginning at 9th level, a dwarven crossbowyer no longer provokes attacks of opportunity when making a ranged attack with his crossbow. When making other ranged attacks, such as throwing a dagger, a dwarven crossbowyer provokes as normal.
This ability replaces safe shot.
Threatening Shot (Ex)
Beginning at 16th level, the dwarven crossbowyer is so deadly with his crossbow that he may flank targets. He threatens an area at 10 ft. away, but not adjacent.
This ability modifies and replaces threatening shot.
Meteor Shot (Ex)
At 17th level, as a standard action, a dwarven crossbowyer can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The dwarven crossbowyer must decide which maneuver to attempt before making his attack roll.
This ability replaces volley.