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The Archer

An Archer is a sub-class of Fighter. The Archer could be considered a sub-class of the Ranger, or an alternative to the typical
Ranger Class. It has its own Experience Table, and the class places greater importance on the bow, rather than nature.
To be an Archer, a character must have the following minimum ability scores: Strength 13, Dexterity 13, Constitution 14,
Intelligence 9, and Wisdom 14. Archers gain a 10% experience point bonus for a Strength and Dexterity both 16 or better. An
Archer may be Human, Elven, Half-Elven or Half-Orc. An Archer must be of Non-Evil Alignment though, if not of Good
alignment they lose all the Ranger abilities listed below.
The Archer has an eight-sided dice for their hit points, rolling two dice at first level the same as a typical Ranger. They have
limited spell ability at high level, may wear any armour and use a shield. The get special to-hit and damage bonuses that
increase with experience, when using any form of bow. Use of any form of Plate armour negates the archers bonuses with a
bow, and obviously a shield cannot be used when a bow is in hand. They may use any form of weapon, except pole arms. They
rarely use blunt weapons or crossbows. They may not use Weapon Specialisation.
An Archer attacks and saves as a Fighter. Archers are initially proficient in two weapons one a type of bow, the other a type
of sword. They gain proficiency in an additional weapon per three levels achieved. Their non-proficiency penalty is 3. All
Archers gain extra attacks, as does a Ranger, ie 3 attacks/2 rounds at 8th to 14th Level & 2 attacks/round at 15th level and above.
In addition, at 7th level and above an Archer may fire three arrows per round instead of two.
Experience Points
0 - 2,500
2,501 - 5,000
5,001 - 11,000
11,001 - 22,000
22,001 - 42,000
42,001 - 92,000
92,001 - 162,000
162,001 - 287,000
287,001 - 512,000
512,001 - 850,000
850,001 - 1,187,000
1,187,001 - 1,525,000
1,525,001 - 1,862,000
1,862,001 - 2,200,000
+340,000 per level

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14

Hit Points (d8)


2d8
3d8
4d8
5d8
6d8
7d8
8d8
9d8
10d8
11d8
11d8+2
11d8+4
11d8+6
11d8+8
+2 hp per Lvl

Level Title
Bowman
Master Bowman
Fletcher
Master Fletcher
Bowyer
Master Bowyer
Sharpshooter
Arrow Smith
Archer
Master Archer
Archer Ranger
Archer Knight
Archer Lord
Archer Grandmaster

An archer using a well-made bow and well-crafted arrows gains bonuses to hit and damage as on the table below. Archers gain
a new range category point blank of 10 to 50 feet. An archer using a Long, or Comp Long Bow may also be able to extend
the upper end of their bows long range if they have a high strength.
At 3rd level any Archer can make arrows for his bow, assuming materials are obtained. He can craft a dozen arrows in an 8hour day. At 5th level any archer can make a short, long, or composite bow. The process takes 9-14 days. Such a composite bow
allows to-hit and damage bonuses due to strength to be added (to a maximum of +3/+6), at up to medium only. (At medium
range, bonuses are halved and rounded down.) A crude bow (no archer bonuses) can be fashioned in less than an hour.
Archer
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14

Point-blank
Hit
Dam.

Hit

+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7

+1
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6

+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Short
Dam.

+1
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6

Medium
Hit
Dam.

Hit

+1
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5

+1
+1
+1
+2
+2
+2
+3
+3
+3

+1
+1
+1
+2
+2
+3
+3
+4
+4
+5

Long
Dam.

+1
+1
+2
+2
+2
+2
+3

Ranger Abilities:
An Archer gains the following abilities exactly as a Ranger of the same level.
- Giant Class Bonus. In melee, +1 to damage vs Bugbear, Ettin, Flind, Giant, Gnoll, Goblin, Hobgoblin, Norker,
Ogre/Mage, Ogrillon, Orc & Troll;
- Limited Magic-User spells at 7th Level.
- Attracts 2d6 followers at 10th Level.
Spell Use:
An Archer gains the use of certain Magic-User spells at 7th level. Archers must learn magic-user spells from a Magic-User,
checking to see if they can learn each spell based on their Intelligence. Each time they increase in level they may attempt to
add a new spell to the total that they know. The Spell column in the table below is the total number of spells that they may
cast each day. Archers cannot read scrolls, nor pen their own. An archer of 8th level or higher can work with a magic-user to
produce Arrows of Slaying. (Requires Enchant an Item, Wish, Trap the Soul and fresh blood from the creature type.)
Archer
Level
7
8
9
10
11
12
13
14
15

-------- Magic-User Spells -------Caster Lvl


Spells Possible Spells
1
2
3
4
5
6
7
8
9*

1
1
2
2
3
3
4
4
4*

Magic Missile
Shield
Strength
Melfs Acid Arrow
Flame Arrow
Prot from Normal Missiles
Enchanted Weapon (Arrows)
Enchanted Weapon (Bows)

* 15th Level marks the maximum spell ability attainable by an Archer.


Bow Range Extensions:
Archer
Strength

Point-blank

Short

Medium

9-15
16
17
18
18/01-50
18/51-75
18/76-90
18/91-99
18/00

10-50
10-50
10-50
10-50
10-50
10-50
10-50
10-50
10-50

51-210
51-210
51-210
51-210
51-210
51-210
51-210
51-210
51-210

211-420
211-420
211-420
211-420
211-420
211-420
211-420
211-420
211-420

Long Comp
Long Bow
Long
421-630
421-630
421-640
421-640
421-650
421-650
421-660
421-660
421-670

421-630
421-640
421-650
421-660
421-670
421-680
421-690
421-700
421-720

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