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Sorcerer's Guide to Kits

Archer

In short: Archers are Rangers that have specialized in combat with the bow. They gain bonuses to hit and to damage, which depend on the Archer's level and range from the target. They also gain an additional +1 to hit and to damage above the intrinsic bonuses of magic bows and arrows. Wearing plate armor negates all these bonuses. These bonuses do not apply to crossbows.
At 7th level, Archers can fire three arrows per round instead of two. They can cast the following spells (spell choices are in brackets with the higher levels including the ones listed for the lower levels): one spell at 7th-8th level (Magic Missile or Shield), two at 9th-10th (Strength, Mirror Image), three at 11th-12th (Flame Arrow, Protection from Normal Missiles), and four at 13th and above level.
Because of their specialized training, fewer weapons are available to Archers to become proficient with.

Requirements: Strength: 15, Dexterity: 15, Intelligence: 6, Wisdom: 6, Charisma: 6, Constitution: 9

Archer-Rangers require even higher intelligence, wisdom, and constitution - a minimum of 14 in each. Archers and Archer-Rangers whose strength and dexterity are both 16 or better gain an additional 10% to earned experience.

While Archers may be of any alignment, Archer-Rangers must be of any good alignment, just as Rangers.

Archers can be human, elf, half-elf, half-orc, as well as some other races. Humanoids are limited in level as an Archer as follows: Orcs can become 3rd-level Archers, hobgoblins can become 4th-level Archers, and gnolls may advance as high as 5th-level Archers. Kobolds, goblins, dwarves, gnomes, and halflings cannot become Archers. Only humans and half-elves can become Archer-Rangers.

Archers and Archer-Rangers use 8-sided dice for figuring hit points. At first level, two eight-sided dice are rolled, just as for the Ranger class. All Archer-classes add two hit points per level after the ninth.

Armor/Equipment: All Archers may use a wide selection of armors, but the use of plate armor will negate an Archer's "to-hit" bonuses, and thus an Archer will almost always decline to use this type of armor. A shield may be carried, but obviously it must be set aside when arrows are to be fired.

Archers have a great selection of weapons available, but this selection is not as great as that of a fighter. They may use, in addition to their bow, the following weapons: swords of any type, daggers/knives of any type, axes of any type, spear or javelin, darts, or scimitar. Archers rarely use blunt weapons in the mace/hammer category. Archers do not use pole arms except for the throwing spear. It is very rare for an Archer to use a short bow, or any type of crossbow, as Archers gain no bonuses to-hit or damage when using either of these weapons.

Archers and Archer-Rangers have the same saving throws as fighters, and they attack from the same tables. All Archers begin with two weapons: a bow, and almost always some type of sword. Thereafter, they add one weapon for every three levels gained. However, their non-proficiency level is -3, not -2.

All Archers make attacks at 1/1 through the 8th level. At the 9th through 15th levels, they attack at 3/2. At 16th level and higher, they get 2/2. At 7th level and above, Archers fire arrows at 3/1 instead of just 2/1. All Archers employ those magic items usable by all classes, plus many other items as well. A magic bow/arrow operates at +1 (To-hit and damage. -- ED.) in any Archer's hands, over and above any bonuses the Archer already has. However, elven Archers do not gain this +1 because of their smaller than human size. (The DM may choose to ignore this rule for elves 5'10"/160 lbs. and up. -- ED.)

At ninth level, an Archer can establish a freehold, just as a fighter can. (Player's Handbook, pg. 22. -- ED.) However, Archer-Rangers cannot build such a freehold. (Player's Handbook, pg. 25 -- ED.)

The following applies only to Archer-Rangers. In melee, Archer-Rangers gain +1/level damage vs. "giant class" creatures, just as Rangers do. An Archer-Ranger is as stealthy as a Ranger, and is able to track just like a Ranger does. An Archer-Ranger attracts a body of 2-24 (2d12) followers, just as a Ranger does. However, Archer-Rangers gain only druid spells, except for some very specific magic-user spells (outlined below) for both Archers and Archer-Rangers. Druid spells are gained at 8th level, and follow the charts given for Rangers. An Archer-Ranger does not gain any special advantage from non-written magic items pertaining to clairaudience, clairvoyance, ESP, and telepathy, such as a Ranger can do.

All Archers can learn some magic-user spells, but to do this, intelligence must be of 9 or better. When the spell is to be taught by a magic-user to the Archer, the Archer must make a check to see if he can learn it, just as a magic-user must. Failure to succeed on this check forever negates any chance of learning that particular spell. Archers cannot read spells from scrolls in any case, and they can never learn to write their own scrolls.

Archers may use certain spells, beginning at the 7th level of ability. The number of spells usable and the list from which the Archer may choose from changes as the Archer's level increases:

Level

# gained

Possible spell list

7th-8th

one

Magic Missile, Shield

9th-10th

two

Strength, Mirror Image, plus above

11th-12th

three

Flame Arrow, Prot. vs. Normal Missiles, plus above

13th and up

four

Enchanted Weapon (bows and arrows only), plus above


I suggest using some of the spells out of the other books [such as Unearthed Arcanum] such as Flaming Sphere, Melf's Acid Arrow, and Melf's Minute Meteors.

At 3rd level, any Archer can make arrows for his bow, assuming the proper raw material is at hand. The Archer can craft up to 12 arrows in an 8-hour day. At 5th level, any Archer can make a long, composite, or great bow. This process takes 9-15 (d6+8) days, and assumes raw materials are on hand. A crude bow that is -2 to-hit and from which the Archer gains no bonuses can be crafted by an Archer in less than an hour.

An Archer's major attribute is an enhanced ability to-hit and damage with bow and arrow. This bonus applies only if the Archer is not wearing any "plate" type armor. The bow and arrow must be well-crafted. The bonus applies to any human-sized target, and relative motion of Archer and target. Bonuses to-hit and damage are awarded at each level gained by the Archer. Remember, also, that a +1 bow is +2 in an Archer's hands, over and above any bonuses given in this article. The same "extra +1" is true for arrows.

Archers use the range of "point-blank" in addition to the normal ranges. For an Archer, point-blank range is 10-50 feet. Other ranges remain the same. Note: These bonuses are only for non-exceptionally strong characters. They use another table in-addition to this one, both of which are given hereafter.

No matter how well an Archer is capable of shooting, a roll of 1 on the to-hit die is always a miss (normal missile firing troops miss on a 1 or a 2).

All Archers, and optionally any trained figure with a long, composite, or great bow can also do extra damage and gain greater accuracy through the use of physical strength. This can only be done by the use of specially made bows and arrows with a greater "pull". Short bows and any type of crossbow can never be used for this purpose. Such a bow must be crafted by an Archer, Archer-Ranger, or an elven bowmaker of at least 6th level as an Archer or fighter. Proper "long arrows" must be crafted by an Archer, Archer-Ranger, or elven fletcher of at least 4th level. Ordinary fletchers can only make normal arrows.

Bonus to-hit/damage at given ranges

Archer

Point-Blank

Short

Medium

Long

Level

Hit

Dam.

Hit

Dam.

Hit

Dam.

Hit

Dam.

1

+1

2

+1

+1

+1

3

+2

+1

+1

+1

4

+2

+2

+1

+1

+1

5

+3

+2

+2

+1

+1

+1

6

+3

+3

+2

+2

+1

+1

+1

7

+4

+3

+3

+2

+2

+1

+1

8

+4

+4

+3

+3

+2

+2

+1

+1

9

+5

+4

+4

+3

+3

+2

+2

+1

10

+5

+5

+4

+4

+3

+3

+2

+2

11

+6

+5

+5

+4

+4

+3

+2

+2

12

+6

+6

+5

+5

+4

+4

+3

+2

13

+7

+6

+6

+5

+5

+4

+3

+2

14 and up

+7

+7

+6

+6

+5

+5

+3

+3


The strength bonuses apply only to point-blank and short ranges. Full strength bonuses apply as given in the Player's Handbook will apply: +3 to-hit and +6 damage are the maximum bonuses allowed due to strength. Girdles of Strength will not provide a further bonus for this purpose. At short range, the bonus to-hit and damage due to strength is halved from the amount of the bonus at point-blank range. Fractions are dropped. This bonus for strength is in addition to an Archer's bonuses for level skill.

The strength of an Archer or Archer-Ranger may also allow for an expansion of the long range of a bow. Only specially made bows will give greater range. Only the top end of the long range category is expanded. Given below are the ranges for each type of bow allowed to an Archer, Archer-Ranger, or strong fighter, according to the strength of the player character. Remember, the bow and arrows must be special.

All ranges in feet.

Strength

Point-blank

Short

Medium

Long Composite

Long Bow

Great Bow

9-15

10-50

51-210

211-420

421-630

421-630

421-630

16

421-630

421-640

421-630

17

421-640

421-650

421-640

18 01-50

421-650

421-670

421-660

18 51-75

421-650

421-680

421-660

18 76-90

421-660

421-690

421-660

18 91-99

421-660

421-700

421-660

18 00 and up

421-670

421-720

421-660


Only Archers and Archer-Rangers who reach the 8th level (or above) can craft arrows that can later be magicked to become Arrows of Slaying. The magic must be accomplished by a magic-user with the following spells: Enchant An Item, Wish, and Trap The Soul. Fresh blood from the figure type to be slain must be on hand.

Archer/Archer-Ranger Experience Table

Experience Point

Experience Level

HD (D8)

Level Title

0-2500

1

2

Bowman

2501-5000

2

3

Master Bowman

5001-11,000

3

4

Fletcher

11,001-22,000

4

5

Master Fletcher

22,001-42,500

5

6

Bowyer

42,501-92,500

6

7

Master Bowyer

92,501-162,500

7

8

Sharpshooter

162,501-287,500

8

9

Arrowsmith

287,501-512,500

9

10

Archer

512,501-850,000

10

10+2

Archer Esquire

850,001-1,187,500

11

10+4

Archer Knight

1,187,501-1,525,000

12

10+6

Archer Lord

1,525,001-1,862,500

13

10+8

Archer Master

1,862,501-2,200,000

14

10+10

Archer Grandmaster

+340,000

14+

+2


It is not uncommon for Archer-Rangers to have a double title, such as Fletcher-Scout, or Ranger-Archer. Note that the Ranger class is given first. Any individual might only state part of his title. Note that the experience points necessary for each level are off the same table for either an Archer or an Archer-Ranger.


Source: Great Classes & Kits Netbook


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