Archer Advancement
Character
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Feats
Point Blank Shot
–
Dodge
–
Weapon Focus
–
Snap Shot/Spell Penetration
–
Mobility/Greater Spell
Penetration
–
Shot on the Run/Precise Shot
–
Improved Snap Shot/Combat
Expertise
–
Parting Shot/Mobility
–
Sidestep
–
Just out of Reach
–
Archer
126
Archers keep their
distance from enemies
whenever
possible.
When it’s safe, they
harrow their foes with
a barrage of ranged
attacks. An archer could
wield a physical weapon or
magic rays.
Ability Increases and Items: This
is usually Dexterity for an archer, but
could be a spellcasting ability score
instead. A brutish archer might instead
raise Strength for composite bows.
Just out of Reach: When a foe more
than 5 feet away from you makes a
melee attack against you using reach,
you gain a +4 dodge bonus to your AC
against the attack.
Parting Shot: Once per encounter,
when using the withdraw action, you can
make a single ranged attack at any point during
your movement.
Sidestep: Whenever an opponent misses you
with a melee attack, you may move 5 feet as
an immediate action so long as you remain
within that opponent’s threatened
Ability
Increase*
–
–
–
Dexterity
–
–
–
Dexterity
Suggested Equipment
longbow/crossbow (adjust for type/cost)
elixir of vision
+1 armor/robes of armor +1 (add cost of armor to total)
pauldrons of the serpent
lesser bracers of archery
belt of incredible dexterity +2/headband +2
add light fortification to armor/robes
+2 weapon/amulet of natural armor +2
Total Cost
75 gp
325 gp
1,475 gp
4,475 gp
9,475 gp
13,475 gp
16,475 gp
24,775 gp
–
increase belt/headband to +4
36,775 gp
–
add moderate fortification to armor, increase to +2
49,775 gp
–
increase to greater bracers of archery
69,775 gp
Dexterity
increase belt/headband to +6, crown of swords
89,775 gp
–
add endless ammunition to weapon/increase amulet to
+4, ring of forcefangs
121,775 gp
–
add keen to weapon/amulet to +5, boots of speed
151,775 gp
–
add heavy fortification to armor/robes, increase to +3
190,775 gp
Dexterity
increase weapon to +5/ring of telekinesis
268,775 gp
–
increase armor to +5, add corrosive burst to weapon
376,775 gp
–
headband of mental prowess/belt of physical might +6
466,775 gp
–
manual of quickness in action +5
Dexterity truesight goggles, glove of storing
604,275 gp
799,075 gp
area. This movement does
not provoke attacks of
opportunity. If you take this
step, you cannot take a 5-foot
step during your next turn. If you
take an action to move during your
next turn, subtract 5 feet from your
total movement.
Snap Shot: Threaten attacks
of oppotunity within 5 ft. using a
ranged weapon. Extends to 10 ft.
when improved.
Crown of Swords
A crown of swords can be used up to 10
times per day. When struck in combat, the
wearer may spend one use as an immediate
action to create a longsword-shaped spiritual weapon
that then attacks her attacker. On the wearer’s next
turn, she may spend one additional use each round
to continue attacking that target with the spiritual
weapon; the spiritual weapon cannot be redirected and
disappears if the target is killed or moves out of range.
Multiple spiritual weapons may be created (even attacking
the same target) if the wearer is attacked in subsequent rounds.
Elixir of Vision
Drinking this elixir grants the imbiber the ability to notice
acute details with great accuracy (+10 competence bonus on
Perception checks for 1 hour).