Archer Advancement Character Level 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 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 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 feet from your total movement Snap Shot: Threaten attacks of oppotunity within 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 hour)