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Archery Talents

As an archer gains experience, he learns a number of talents that aid him against his foes. Starting at 2nd level, an archer gains one archery talent. He gains an additional archery talent for every 2 levels of archer attained after 2nd level. Unless otherwise stated, an archer cannot select an individual talent more than once. Talents marked with an asterisk cannot be combined with other asterisked talents, these talents can also only be used once per round.

Table: Archery Talents

Archery TalentBenefits
Aiding Shot* (Ex)The archer can use this talent as a free action when he hits a creature with a ranged attack. Each of the archer’s allies other than himself gain a +2 circumstance bonus on their attack rolls against that creature until the beginning of the archer’s next turn.
Ambushing Shot (Ex)An archer with this talent may treat his initiative roll as a 20 for a surprise round, regardless of his initiative, but he may only take an attack action with a bow or crossbow. His normal initiative roll is used in subsequent rounds. If two or more characters possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If an archer is prevented from acting in the surprise round, this talent has no effect.
Blood Reader (Ex)While able to see an aimed target, an archer with this talent knows exactly how many hit points his opponent has remaining. This only works against living targets.
Chameleon Step (Ex)The archer can move up to twice his speed as a move action. The archer does not take any penalty on Stealth skill checks for movement during this move. This move provokes attacks of opportunity as normal (assuming enemies know he’s there).
Camouflage (Ex)An archer with this talent can craft simple but effective camouflage from the surrounding foliage. The archer needs 1 minute to prepare the camouflage, but once he does, it is effective for the rest of the day or until the archer fails a saving throw against an area-effect spell that deals earth, fire, ice, lightning, water, or wind damage, whichever comes first. The archer gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Close-Ranged SniperThe archer gains Point Blank Shot as a bonus feat. If the archer already has Point Blank Shot, he can choose either Far Shot or Precise Shot instead. At 6th level, the archer also gains Point Blank Master as a bonus feat, even if he does not meet its prerequisites.
Combat TrickAn archer that selects this talent gains a bonus combat feat (see Feats). This talent may be selected more than once.
Critical Genius (Ex)The archer may select 1 bow or crossbow with which the he is proficient, treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when the archer confirms a critical hit with the chosen weapon while using the attack action, he deals additional damage equal to his base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At 12th level, the chosen weapon’s critical threat range is instead treated as 18-20.
Defensive Bow Stance (Ex)The archer can use this talent as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Defensive Grace (Ex)An archer that selects this talent adds his aimed target bonus to his CMD and as a dodge bonus to AC when attacked by his aimed target.
Distracting Shot* (Ex)The archer can use this talent as a free action when he hits with a bow or crossbow attack. The target of the attack takes a –2 penalty on all attack and CMB rolls for 1 round.
Greater Called Shot (Ex)Prerequisites: Called Shots, Improved Call Shot talent, Archer 10
An archer with this talent that makes a called shot that deals half the creature’s hit points of damage (minimum 40) doubles the called shot’s effects and duration.
Grounding Shot (Ex)Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
Hateful Attack (Ex)Prerequisites: Archer 8
As a free action, when the archer rolls a critical threat, he may automatically confirm it.
Hobbling Shot* (Ex)The archer can use this talent as a free action when he hits with a bow or crossbow attack. The land speed of the target of the attack is reduced by 1/2 for 1 minute.
Improved Called Shot (Ex)Prerequisites: Called Shots, Archer 6
While making a called shot, an archer with this talent reduces the penalty to attack rolls by 2.
Marauder’s Step (Ex)Prerequisites: Archer 8
Whenever the archer uses a full-round action to attack, he may move up to half his speed as a free action before the first attack is made. This can provoke attacks of opportunity normally.
Positioning Shot (Ex)Once per round, when an archer with this talent hits a creature with a bow or crossbow attack, he can move up to 30 feet without provoking attacks of opportunity.
Saving Grace (Ex)An archer that selects this talent adds his aimed target bonus as an insight bonus to all saving throws that he makes when targeted by an attack or ability used by his aimed target.
Second Chance Shot (Ex)When he misses with a ranged attack, the archer may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Secondary Target (Ex)Prerequisites: Archer 14
The archer’s incredible skill with bows or crossbows means that even failure is success. Whenever the archer misses his target with a ranged attack, he may redirect the attack to an enemy within 20 feet of his target. He makes an attack roll against the new target, and if successful, hits as if he had targeted them in the first place. The archer may use this ability as often as he misses, but once he hits a creature with a redirected attack, he cannot target it again this way until the beginning of his next turn.
Splitshot (Ex)Whenever the archer makes an attack action with a bow or crossbow, he can load two arrows/bolts and fire them as part of the same attack. When making an attack action in this fashion, his attack suffers a -2 penalty, but can target two adjacent creatures. For every four points of base attack bonus he possesses, the targets may be +5 ft. away from each other and still be viable targets, so long as their distance from each other is not greater than the distance from him to either of them.
Sure Footing (Ex)The archer gains a +5 bonus on Acrobatics checks to move on narrow surfaces and loose or uneven ground.
Sure Shot (Ex)An archer can use a full-round action to make an attack against an opponent who is up to three range increments away. The opponent is treated as flat-footed against this attack. This attack bypasses any damage reduction the target might have. If the target has uncanny dodge, it retains its damage reduction against this attack.
Surprise Shift (Ex)The archer can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Surprise Shot (Ex)Whenever the archer rolls initiative, he can also make a single attack with a ranged weapon as an immediate action. He can use this ability only if he has a weapon in hand and it is loaded (if applicable). If more than one character has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.
Tangling Shot* (Ex)The archer can use this ranged attack as a free action when he makes a bow or crossbow attack. If the attack hits, the target is entangled for 1 round.
Threatening Shot (Ex)An archer with this talent is so deadly with his bow or crossbow, he may flank targets. He threatens an area up to the first range increment, but not adjacent. This only applies for flanking a target and does not allow for attacks of opportunity. When combining with Snap Shot, or similar effects, you do not gain the ability to AoO within your first range increment. Both the archer and the ally he is flanking with gain the flanking bonus.
Trick Shot (Ex)Prerequisite: Archer 6
An archer with this talent 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)
Two with One Blow (Ex)An archer with this talent can use a bow or crossbow to attack two opponents adjacent to each other at once by taking a -4 penalty on the attack roll. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
Vantage Point (Ex)The archer uses higher ground to his advantage on his projectile attacks. Whenever the archer has his entire body completely above the body of his enemy, he can ignore all penalties for attacking beyond the first range increment. In addition, he may ignore cover or partial cover that does not extend upward to his position.
Weak Spot (Ex)Whenever an archer with this talent uses a bow or crossbow against a target of his size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the archer does not apply his Strength or Dexterity bonus to the damage.
Without a Trace (Ex)Prerequisite: Evasion
When the archer successfully uses evasion or improved evasion to avoid taking damage, he can attempt to hide as an immediate action. The archer attempts a Stealth check with a –20 penalty, but gains a +1 bonus on her check for every die of damage the avoided attack would have dealt. The archer can attempt this check even while being observed, as long as he has cover or concealment or an ability that allows him to use the Stealth skill while being observed without cover or concealment.