WARRIOR-RANGER KIT Archer Description: Rangers in general are very fond of missile weapons and are expert in their use, but there is a subset of Rangers who devote themselves totally to mastering all of the subtle nuances and critical aspects of the use and manufacture of bows and arrows. They drill night and day to learn their special skills, practicing shooting in a variety of conditions, at a vast array of moving and stationary targets, and with bows of different strengths and arrows of different types, judging the best type suited for any particular occasion. An Archer tends to view his or her bow not as a simple tool, but as an almost living thing, a battle companion that must be well-treated and protected in order to render the best possible service for the Archer. This is an ancient and respected profession among elves, and this highly refined practice of bowmanship has diffused over time to include numerous other races friendly to elves. In addition to standard ability score requirements, an Archer must have a Dexterity score of at least 16. Archers share the usual racial restrictions for Rangers, save that half-orcs simply do not have the delicate touch required to truly master the art of the bow. Weapons & Armor: All Archers begin play with Narrow Group Proficiency in Bows, Skilled Specialization in a single bow type of their choice, and proficiency in a single melee weapon of their choice. A human or tiefling Archer can choose to use crossbows rather than bows, but this choice must be made at 1st level and cannot be changed thereafter. Archers can wear any type of armor they wish, though they usually choose to wear light armor to enable them the freedom of movement to engage opponents at range and prevent them from closing to melee. Archers spend so much time using a two- handed weapon that they do not ever learn the use of shields. Special Benefits: Obviously, most of an Archer's special abilities focus in the area of missile combat with their chosen weapon, but they also gain many of the usual benefits that accrue to Rangers. Bowmanship: Archers are experts not only at shooting their chosen weapons but also in crafting them, as well as a variety of arrows to use with them. An Archer's Bowyer/Fletcher proficiency gains a +1 bonus for every three levels of experience (rounding up), and an Archer usually prefers to make his or her own bow and arrows, both as a labor of love and also to ensure that they are getting the highest possible quality. In addition to their superior craftsmanship, an Archer can attempt a check against this proficiency to identify the precise magical bonus of any bow or arrows that he or she can examine and test for 1d10 rounds. An Archer has a similar chance of evaluating the quality of mundane bows and arrows and the power of Strength-enhanced bows, regardless of whether they themselves are strong enough to pull them. Followers: As a standard Ranger, but an Archer will attract only half the normal number of Followers. Missile Mastery: As a standard Ranger, but an Archer not only begins play with specialization in one type of bow, he or she can choose to specialize in more than one type of bow if desired. In addition, when training for specialization, an Archer can pick up the necessary skill in only half the normal amount of time. An Archer who is using a bow in which he or she is specialized (regardless of the level of specialization) gains two additional weapon ranges beyond those normally allowed. First of all, an Archer can attempt to fire his or her weapon at Extreme range, which extends as far beyond Long range as Long range extends beyond Medium range (e.g., a light crossbow, with Medium Range 15 and Long Range 20 would have an Extreme range of 25). Missile fire at Extreme range suffers a -10 penalty to attack rolls, and a successful hit will inflict only half normal damage. In addition to this long-range firing, an Archer gains a special Point Blank range, which is equal to 5' times the weapon's basic short range, regardless of whether the character is indoors or outdoors. Within this range, all attacks automatically gain an extra +1 bonus to hit and inflict double normal damage. It is important to note that an Archer's specialization bonus should be added to the base damage of his or her arrows before this doubling is done. Any other bonuses (e.g., strength, magic) are added after doubling the base damage plus specialization. Example: If an Archer is an Expert specialist with shortbow, he or she gains a base +2 bonus to hit and damage. However, within 25' (5' x Short range of 5 for short bow), he or she would gain a +3 bonus to hit and would inflict 2d6+4 points of damage with a flight arrow (1d6 for the arrow and +2 for Expert specialization, multiplied by 2 for being at Point Blank range). If using a +1 short bow, damage at Point Blank range would be 2d6+5, as the bonus for magic would be added after doubling. Rapid Fire: Archers are experts at getting their shot off with great speed and fluidity. In addition to bonuses for specialization in a particular type of bow, an Archer reduces the speed factor of any bow that he or she uses by one for every four levels of experience (rounding up), though speed factor cannot be reduced below 0. In addition to this reduction in weapon speed, any time an Archer is using a bow in which he or she is specialized, he or she is entitled to loose that arrow before initiative is rolled as long as the bow is held at the ready with an arrow nocked and a target in sight. This shot does not count against the Archer's allowed shots that round. This 'opportunity shot' is only available if the Archer has not fired his or her bow in the previous round (e.g., the first round of combat); otherwise, he or she is considered to be continuously in the act of drawing and firing, rather than waiting with the bow at the ready. Archers can also boost their rate of fire far beyond the normal limit. Through their lightning-fast and silky-smooth firing motion and stable aim, they are able to draw and fire far more quickly than possible for others using a bow. When using the Rapid Fire option, an Archer cannot attempt any sort of Trick Shot (including called shots and similar maneuvers), and he or she will also begin to suffer attack roll penalties as he or she continues to fire throughout the round, as noted on the table below. The number of shots an Archer may attempt and the rate at which attack roll penalties accrue with Rapid Fire depend on the normal rate of fire for the bow being used, modified for the Archer's experience level and the level of specialization they possess with that type of bow: Normal Rate Shot Attack Roll of Fire Number Penalty 2/1 1 0 2 -2 3 -4 4 -8 5 -12 6 (max) -16 3/1 1 0 2 0 3 -2 4 -4 5 -8 6 -12 7 (max) -16 4/1 1 0 2 0 3 0 4 -2 5 -4 6 -8 7 -12 8 (max) -16 For human or tiefling Archers who specialize in the use of a crossbow instead of a bow, they should consult the following chart for determining penalties associated with attempting Rapid Fire with the slower-firing crossbows: Normal Rate Shot Attack Roll of Fire Number Penalty 1/2 1 (even round) 0 1 (odd round) -4 2 -8 3 -16 3/4 use 1/2 table for first round of four and 1/1 table for next three rounds 1/1 1 0 2 -4 3 -8 4 -16 3/2 use 1/1 table for odd rounds and 2/1 table for even rounds 2/1 use 2/1 table above for bow use It should be noted that using Rapid Fire is very tiring, and an Archer attempting to use it more than once during a particular battle must make a Constitution check (with a cumulative -4 penalty for each round after the first that it has been done in that combat) in order to have the stamina to continue the furious barrage. Once a Constitution check has been failed, the Archer will be unable to use Rapid Fire again in that battle. Note that magical means of removing exhaustion or fatigue will allow an Archer to 'start over' without penalties. The Endurance proficiency can also be used to effectively double the amount of time necessary between Constitution checks. Primary Terrain: As a standard Ranger. Priestly Powers: As a standard Ranger, but Archers also gain access to the Combat sphere. Archers do not have much facility with living things of the wild, however, and do not gain access to the Animal and Plant spheres. Roguish Repertoire: As a standard Ranger. Species Enemy: As a standard Ranger. Trick Shot: Archers have a remarkable eye for targets and a degree of control over their bows that is difficult to match. They reduce the penalties (both for initiative and the attack roll) for attempting a called shot with their bow by one for every four levels of experience (rounding up), including attempts to Disarm or perform other special maneuvers with their arrows. An Archer can also attempt to fire a pair of arrows simultaneously from his or her bow. This particular Trick Shot applies a +2 penalty to initiative and a -1 penalty to attack and damage rolls with each missile. Normally, both missiles are launched at a single target. It is possible, however, to attack two targets within a 60 degree arc simultaneously, though the above penalties will be doubled (i.e., +4 to initiative and -2 to attack and damage rolls with both shots). This maneuver can be undertaken only once per round, but it counts as only a single shot among those normally allowed for the Archer each round, but like any other Trick Shot it cannot be used in conjunction with Rapid Fire. Special Hindrances: Archers have little time to spend learning to deal with the living things of the wild. Thus, they do not possess the Animal Empathy that other Rangers do, nor do they gain the ability to cast spells of the Animal or Plant spheres. In addition, Archers devote so much time to their study and practice of archery that they do not gain the Pathfinding and Tracking abilities of a standard Ranger, nor do they have the time to spend on Superior Conditioning. Archers are very attached to their special art, and they will never specialize in a weapon other than a bow. They will likewise insist that any henchman or humanoid follower become proficient with a bow (if not already proficient) or else the Archer will dismiss them from service (or refuse to employ them in the first place), as such folk obviously lack the proper attitude to work with an Archer. Their fanatical devotion to the practice of their weapon leaves them somewhat awkward in social situations, with a tendency toward withdrawn and introverted behavior. As a result, Archers can only gain half the normal number of henchmen allowed by their Charisma, and they cannot retain henchmen or hirelings until they reach at least 10th level. Likewise, they will attract only half the normal number of Followers to their service. Bonus Proficiencies: Bowyer/Fletcher, Survival (home terrain) Preferred Proficiencies: Ambush, Camouflage, Direction Sense, Disguise, Endurance, Gaming, Healing, Heraldry, Herbalism, Hunting, Observation, Riding (Land-based), Riding Specialization, Rope Use, Running, Tracking, Tumbling