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

The ambusher is an archetype of the archer class.

Archetype Main Ability Scores:
The ambusher mainly focuses on DEX for martial combat and DEX and WIS for their class features.

Archetype Feature Replacements:
1st Limit Breaks. 2nd Archery Talent, Hawkeye. 3rd Agile Archer. 4th Archery Talent. 6th Archery Talent, Fast Movement. 7th Quick Shot. 8th Archery Talent. 10th Archery Talent. 11th Ranged Cleave. 12th Archery Talent. 14th Archery Talent. 15th Racking Critical. 16th Archery Talent. 17th Volley. 18th Archery Talent. 19th Aim Mastery. 20th Archery Talent.

Class Skills

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

Limit Break (Su)

At 1st level, the ambusher receives the Limit Break (Incapacitating Fire).

Incapacitating Fire (Su): This Limit Break allows the ambusher to constrain his foes. For a duration of 1 round + 1 round per four archer levels after 1st, the first ranged attack that deals damage in a round causes that foe to make a Fortitude save (DC 10 + half of the archer’s level + her Wisdom modifier) or become Paralyzed for 1 round + 1 round per four archer levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Trueshot Arrow).

Trapfinding (Ex)

At 2nd level, an ambusher adds half her archer level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A ambusher can use Disable Device to disarm magic traps.

This ability replaces an archery talent gained at 2nd level.

Expert Sneak (Ex)

Beginning at 2nd level, the ambusher adds half of her archer level to Stealth checks. The ambusher may move at her normal speed while under stealth without penalties. This ability can only be used while the ambusher is wearing light or no armor.

This ability replaces hawkeye.

Sneaky Shot (Ex)

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

This ability replaces agile archer.

Ambusher Trap (Ex)

At 4th level, an ambusher learns how to create a snare trap and one other trap of her choice.

At 6th level and every two archer levels thereafter, she learns another trap. The ambusher can use these traps a total number of times per day equal to half her archer level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The ambusher cannot select an individual trap more than once.

Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as a mechanical trap or a magical trap. The ambusher only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + half the ambusher’s archer level + her Wisdom modifier. All traps are Trigger: location, and Reset: none.

Acid Trap (Ex): This target is splattered with acid, taking a number of points of earth damage equal to 1d6 + half the ambusher’s archer level to the triggering creature (Reflex negates). The ambusher must supply a dose of acid when setting the trap.

Alarm Trap (Ex): When this trap is triggered, it creates a momentary loud noise.

Blighted Mark Trap (Ex): This trap stains the victim with blighted plant matter, increasing its susceptibility to the attacks of creatures created or enthralled by the affliction. The target takes a –2 penalty to Armor Class against the attacks of creatures closely affiliated with the specific blight (typically demons, fey, plants, or undead) and on saving throws against effects created by such creatures. This effect lasts for 10 minutes per archer level. a successful Will save negates this effect. The ambusher must supply a sample of the specific blight when setting this trap.

Burning Trap (Ex): If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Prerequisite: The ambusher must have the Fire Trap ambusher trap to select this ambusher trap.

Blightburn Trap (Ex): This trap strikes the target with a small shard of blightburn, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage. The ambusher must supply a sliver of blightburn, a dangerous task in itself, though storing the blightburn in a lead vial makes the task less risky.

Bludgeoning Trap (Ex): The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the ambusher’s archer level + her Wisdom modifier. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every four archer levels the ambusher possesses (minimum 1d6). The ambusher must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.

Cleansing Trap (Ex): The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per archer level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.

Dirty Trick Trap (Ex): If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s CMB for the dirty trick is equal to the ambusher’s archer level + her Wisdom modifier.

Distraction Trap (Ex): The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per archer level. If this is a supernatural trap, this is a mind-affecting effect. The ambusher must supply a dose of itching powder or another alchemical irritant.

Exploding Trap (Ex): The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + half the ambusher’s archer level (Reflex negates). If it is an extraordinary trap, the ambusher must use an explosive material such as alchemist’s fire when setting the trap. Prerequisite: The ambusher must have the Fire Trap ambusher trap to select this ambusher trap.

Fire Trap (Ex): The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + half the ambusher’s archer level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ambusher must use an explosive material such as alchemist’s fire when setting the trap.

Firework Trap (Ex): The trap explodes in a flash of colored lights. All creatures within 10 feet must succeed at a Fortitude saving throw or be blinded for 1d4+1 rounds. The ambusher must use an alchemical weapon when setting the trap, such as flash powder or a firework. Prerequisite: The ambusher must have the Fire Trap or Smoke Trap ambusher trap to select this ambusher trap.

Freezing Trap (Su): The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of ice damage + 1 per archer level and is frozen. A successful Reflex save halves the damage and means the creature is not frozen. The ice melts in 2d4 rounds.

Infected Snare Trap (Ex): The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect. Prerequisite: The ambusher must have the Snare Trap ambusher trap to select this ambusher trap.

Lazurite Trap (Ex): Lazurite radiation increases the victim’s susceptibility to the attacks of undead creatures that are bolstered by the radiation. The target takes a –2 penalty to Armor Class against the attacks of undead creatures and on saving throws against effects created by undead. This effect lasts for 10 minutes per archer level. A successful Will save negates this effect. The ambusher must supply a sliver of lazurite.

Limning Trap (Ex): This trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a -20 penalty on Stealth checks. The dust’s effects last for 1 round per archer level or until the creature washes it off (a move action requiring water or some other cleanser). The ambusher must use alchemical components when setting the trap, such as glowing ink or marker dye.

Marking Trap (Ex): If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the ambusher’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own after a week.

Over-Sized Barbs (Ex): The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage. The barbs shake loose harmlessly after 10 minutes per archer level.

Penetrating Trap (Ex): The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction. The ambusher must provide 1 pound of the chosen material during the trap’s construction. Prerequisite: The ambusher must have the Wounding Trap ambusher trap to select this ambusher trap.

Pit Trap (Ex): This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every four archer levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. The ambusher can set this trap only in terrain with soft ground.

Poison Trap (Ex): The trap poisons the creature that triggers it. The ambusher must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.

Quicksand Trap (Su): The trap and all adjacent squares become quicksand as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC –5. The quicksand lasts for a number of rounds equal to the ambusher’s archer level. When the effect ends, any creature still in the quicksand is returned to the surface prone.

Rust Monster Trap (Ex): The trap throws up a cloud of dust ground from the antennae of a rust monster, dealing 1d4 points of damage to the target’s metal armor and weapons. A successful Reflex save negates this damage. The ambusher must supply a set of rust monster antennae.

Selective Trigger (Ex): The ambusher adds a race, type, alignment, or minimum weight restriction to the trap’s trigger. The ambusher can choose only the minimum weight restriction.

Sleet Trap (Su): The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per archer level.

Smoke Trap (Ex): This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per two archer levels, and is dispersed by wind as fog cloud. The ambusher must use an alchemical component when setting the trap, such as a smokestick.

Snare Trap (Ex): The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the ambusher included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to half the ambusher’s archer level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature. At the ambusher’s option, if there is a tall object or structure nearby, he can have the trap lift the creature.

Swarm Trap (Ex): The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per archer level, after which it disperses. The ambusher must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (this trap lasts 1 day per archer level).

Tar Trap (Ex): The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per archer level. The ambusher must supply a dose of tar.

Toxic Fumes Trap (Ex): The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. The ambusher must use a toxic material when setting the trap, such as noxious aromatic. Prerequisite: The ambusher must have the Smoke Trap ambusher trap to select this ambusher trap.

Tripwire (Ex): A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Wounding Trap (Ex): This trap makes a melee attack against the target using the ambusher’s base attack bonus + her Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + half the ambusher’s archer level. The ambusher chooses whether this damage is bludgeoning, piercing, or slashing.

This ability replaces archery talents gained at 4th level and higher.

Trackless Step (Ex)

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

This ability replaces fast movement.

Improved Sneaky Shot (Ex)

At 7th level, the ambusher now adds double her Dexterity modifier to her damage when using a bow or crossbow against any target within 30 feet. She triples this bonus when attacking from stealth instead.

This ability replaces quick shot.

Launch Trap (Ex)

At 11th level, an ambusher can affix a magical trap to an arrow or crossbow bolt, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

This ability replaces ranged cleave.

Flawless Stride (Ex)

Starting at 15th level, an ambusher can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) and through her own traps without setting them off 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. An ambusher loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

This ability replaces racking critical.

Hide in Plain Sight (Ex)

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

This ability replaces volley.

Trap Expertise (Ex)

At 19th level, up to 3 times per day, as a swift action, an ambusher may trigger her traps twice or double the trap’s damage.

This ability replaces aim mastery.

Ambusher