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Skirmisher

A skirmisher has some training in a unique combat style that favors fast movement and devastating attacks.

The skirmisher is an archetype of the archer class.

Skirmish (Ex)

A skirmisher relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all ranged attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn, but only if the target is within 30 feet. The extra damage applies only to attacks made after the skirmisher has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the skirmisher’s turn. This extra damage increases by 1d6 for every three levels gained above 1st (2d6 at 4th, 3d6 at 7th, 4d6 at 10th, 5d6 at 13th, 6d6 at 16th, and 7d6 at 19th level). The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

At 3rd level, a skirmisher gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the skirmisher has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A skirmisher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the sneak attack ability from another class, the bonuses stack.

This ability replaces aim, take aim, and aim mastery.

Fast Movement (Ex)

At 2nd level, when not firing or reloading, the skirmisher can quickly change position. When wearing light or no armor and carrying no more than a light load, her base move speed increases by 10 feet. This bonus increases by 10 feet for every three archer levels after 2nd level.

This ability replaces hawkeye and fast movement.