Heroes of Daggerdale
Master of the Bow
The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|2nd||+2||+3||+0||+0||Bonus Feat, Hawkeye|
|6th||+ 6 / + 1||+5||+2||+2||Bonus Feat|
|7th||+ 7 / + 2||+5||+2||+2||Trick Shot|
|8th||+ 8 / + 3||+6||+2||+2||Bonus Feat|
|9th||+ 9 / + 4||+6||+2||+2||Safe Shot|
|10th||+ 10 / + 5||+7||+3||+3||Bonus Feat|
|11th||+ 11 / + 6 / + 1||+7||+3||+3||Trick Shot|
|12th||+ 12 / + 7 / + 2||+8||+4||+4||Bonus Feat|
|13th||+ 13 / + 8 / + 3||+8||+4||+4||Evasive Archer|
|14th||+ 14 / + 9 + / + 4||+9||+4||+4||Bonus Feat|
|15th||+ 15 / + 10 / + 5||+9||+5||+5||Trick Shot|
|16th||+ 16 / + 11 / + 6 / + 1||+10||+5||+5||Bonus Feat|
|17th||+ 17 / + 12 / + 7 / + 2||+10||+5||+5||Volly|
|18th||+ 18 / + 13 / + 8 / + 3||+11||+6||+6||Bonus Feat|
|19th||+ 19 / + 13 / + 9 / + 4||+11||+6||+6||Ranged Defense|
|20th||+ 20 / + 14 / + 10 / + 5||+12||+6||+6||Bonus Feat, Wepon Mastery (Bow|
The following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
This ability replaces Bravery.
Trick Shot (Ex)
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or
CMB check (against the archer’s CMD –4).
This ability replaces Armor Training 1, 2, 3, and 4.
Expert Archer (Ex)
At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.
This ability replaces Weapon Training 1.
Safe Shot (Ex)
At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow.
This ability replaces Weapon Training 2.
Evasive Archer (Ex)
At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level.
This ability replaces Weapon Training 3.
At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature.
This ability replaces Weapon Training 4.
Ranged Defense (Ex)
At 19th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat.
This ability replaces Armor Mastery.
Weapon Mastery (Ex)
An archer must choose a type of bow for his Weapon Mastery class feature