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The skirmisher is a formidable foe, that follows a strict code of honor, even in the lowest ranks of assassins. The skirmisher specializes in dealing death from afar, without revealing her position. While not as adept from extreme ranges, up close the skirmisher is still very capable. Poisons and traps are not unfamiliar to the skirmisher, and often see use among their type. 

The skirmisher is an archetype of the archer class.

Class Skills

The skirmisher adds Use Magic Device and Knowledge (Geography) to her list as class skills. This replaces Heal and Disable Device as class skills.

Limit Break (Su)

At 1st level, the skirmisher receives the Limit Break (Incapacitating Shot).

Incapacitating Shot (Su): This Limit Break allows the skirmisher to fire a single arrow at an enemy with an insight bonus of +2 to attack rolls plus additional 2 per four archer levels after 1st. If the attack hits, the enemy must make a Fortitude save (DC 10 + half of the archer’s level + her Wisdom modifier) or be incapacitated (at -1 HP and stable). If the enemy makes the save, he takes normal arrow damage plus 1d6 points of damage per four archer levels after 1st and is staggered for a duration of 1 round + 1 round per four archer levels after 1st.

This ability replaces the Limit Break (Hail of Arrows).

Poison Use (Ex)

Beginning at 2nd level, a skirmisher is trained in the use of poison and cannot accidentally poison herself when applying poison to ammunition (see Poison).

This ability replaces hawkeye.

Sneaky Shot (Ex)

Beginning at 3rd level, when the skirmisher makes a ranged attack with a bow while under stealth, she may add her Dexterity modifier to her damage.

This ability replaces deadshot.

Expert Sneak (Ex)

Beginning at 4th level, the skirmisher adds half of her archer level to Stealth checks. The skirmisher may move at her normal speed while under stealth without penalties. This ability can only be used while the skirmisher is wearing light armor.

This ability replaces high ground.

Hinder (Su)

At 6th level, once per day, the skirmisher can make a single ranged attack with a bow at her highest attack bonus. If the attack hits, the target takes damage as normal, and must make a Reflex save (DC 10 + half of the archer’s level + her Wisdom modifier) or be afflicted with the Slow status effect for 1d4 rounds. The skirmisher can use this ability 1 additional time per day at 12th level, and one more at 18th level.

This ability replaces fast movement.

Trackless Step (Ex)

At 6th level, a skirmisher leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

This ability replaces trick shot.

Improved Sneaky Shot (Ex)

At 7th level, the skirmisher now adds her Dexterity modifier to her damage when using a bow against any target within 30 feet. She doubles this bonus when attacking from stealth.

This ability replaces improved deadshot.

Assassinate (Su)

At 11th level, if a skirmisher studies her victim for 3 rounds and then makes a ranged attack with a bow that deals her precision shot damage, it has the additional effect of possibly either paralyzing or killing the target (skirmisher’s choice). Studying the victim is a standard action. The assassination fails if the target detects the skirmisher or recognizes the skirmisher as an enemy (although the attack might still be a precision shot if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such an assassination fails a Fortitude save (DC 10 + half of the archer’s level + her Wisdom modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per four archer levels. If the victim’s saving throw succeeds, the attack is just a normal precision shot. Once the skirmisher has completed the 3 rounds of study, she must make the assassination within the next 3 rounds.

This ability replaces ranged cleave.

Deadly Range (Ex)

At 13th level, the skirmisher increases the range at which she can apply precision shot to 40 feet. This becomes 50 feet at 17th level.

This ability replaces evasive archer.

Flawless Stride (Ex)

Starting at 15th level, a skirmisher can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A skirmisher loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

This ability replaces penetrating shot.

Hide in Plain Sight (Ex)

At 17th level, the skirmisher can use the Stealth skill even while being observed.

This ability replaces volley.

Swift Assassination (Ex)

At 19th level, once per day, a skirmisher can use her assassinate ability against a foe without studying the foe beforehand. She must still deal precision shot damage to her foe using a ranged weapon.

This ability replaces ranged defense.

Hunter Tricks

The skirmisher adds these Hunter Tricks to her list of selectable hunter tricks.

Addle: As an immediate action, when the skirmisher deals precision damage, the skirmisher can attempt to disorient the target, making them unable to use supernatural abilities for 1 round. A successful Will save (DC 10 + half of the archer’s level + her Wisdom modifier) negates this effect.

Aphonia: As a swift action, the next attack the skirmisher makes from stealth can silence the target for 1 round, disallowing spell casting. A successful Will save (DC 10 + half of the archer’s level + her Wisdom modifier) negates this effect.

Fade: As an immediate action, when the skirmisher takes damage from a ranged attack, she may vanish (as if under the effect of the vanish spell). This effect lasts as long as the skirmisher does not move or perform any other action. Attacking while under this ability does not count as attacking from stealth.

Mirage: After attacking while under stealth, as a move action, the skirmisher can use this trick to attempt to return to her concealment. She must make a new Stealth check at a -10 penalty instead of the normal -20.

Pinpoint Poison: When the skirmisher makes an attack using ammunition coated in any type of poison, the skirmisher can use this trick to force the target to forgo the saving throw to negate the effect, at the cost of the poison only lasting half it’s normal duration. This trick cannot be used with poisons that causes Death or K.O. effects.

Proliferate: As a swift action, the skirmisher can empower the next poison she uses on a single attack, doubling any numeric components of the poison for a number of rounds equal to her Wisdom modifier. (For example:  Poison that deals 1d6 per round would deal 2d6 per round instead. A poison that deals 1 ability damage would deal 2 ability damage instead.)

Nimble Feet: If the skirmisher springs a trap, she can, as an immediate action, make a Reflex save (DC 25). If she is successful, the trap acts as if it has not been sprung, and she takes a -5 penalty to Disable Device checks for that trap. If she fails the saving throw, the trap is sprung.