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.
Archetype Main Ability Scores:
The dwarven crossbowyer mainly focuses on DEX for martial combat and for their class features.
Dwarven crossbowyers are proficient with all simple weapons and all non-exotic crossbows.
This ability replaces the archer’s weapon proficiencies.
Armor Piercer (Ex)
At 1st level, 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 after 1st, 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. At 2nd level, 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. In addition, he reduces his armor-
This ability replaces hawkeye.
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.
Preferred Environment (Ex)
At 5th 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, at 15th level it increases to +6, and at 20th level it increases to +8.
This ability replaces called shot.
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.
Meteor Shot (Ex)
At 11th 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 improved evasion.
Armor Piercing Mastery (Ex)
At 19th level, the dwarven crossbowyer becomes a master at capturing or killing his armor pierced targets. As a standard action, he can make a single ranged attack against a target that has been armor pierced at his full base attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) or suffer the additional effect. Whether or not the target succeeds, it cannot be targeted by this ability again (by any dwarven crossbowyer) for 24 hours.
This ability modifies and replaces aim mastery.