TEXT: #26
  AlternAte Archetypes
  Archer
  
  B
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  Works; Author:  John Buckley.
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  1
  Player ParaPhernalia #26
  By the Knotty-Works
  Welcome to the twenty-sixth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces two new archetypes built upon the 
  idea of taking an existing archetype from one class 
  and applying it to another.  This issue introduces the 
  Bow Master and the Marksman, archetypes for the 
  barbarian and the rogue (respectively) that are built 
  upon the abilities of the fighter’s archer archetype.
  The Bow Master (Barbarian)
  The skill of hunting is a staple for all fledgling 
  civilizations, and the bow and arrow took that 
  skill to a whole new level.  It wasn’t long for 
  warring tribes to figure out such weapons could 
  easily dispatch enemies just as easily and taking 
  down sources of food.  The bow master is the 
  culmination of years of practice using the bow 
  for both hunting and war, gaining the ferocity of 
  his fellow brother warriors while applying his own 
  berserker nature to attacks made from afar. 
  Class Abilities
  Eagle Eye (Ex):  At 2nd level the bow master 
  increases the range increment for any bow used 
  by 5 feet and gains a +1 bonus to all perception 
  checks.  These bonuses increase by the same 
  level (5 feet range increment, +1 bonus to 
  perception checks) every 4 levels beyond 2nd.  
  This ability replaces Uncanny Dodge.
  Power Shot (Ex):  At 3rd level the bow master 
  chooses one of the following combat maneuvers 
  with which he may use with his bow against 
  any targets within 30 feet with a - 4 to his CMB: 
  disarm, feint, or sunder.  He may choose one 
  additional maneuver every 4 levels thereafter.
  At 11th level the bow master adds bull rush, 
  grapple, and trip to the list of maneuvers he 
  may learn to perform with the bow.  Targets 
  grappled by the arrow may break free by 
  simply breaking the arrow as a standard 
  action (hardness 5, 1 hit point, break DC 13) or as 
  an Escape Artist or CMB using the bow master’s 
  CMD -4.
  This ability replaces the Trap Sense class ability.
  Bow Master’s Edge (Ex):  At 5th level the bow 
  master gains a +1 competence bonus on 
  attack and damage rolls with a bow.  This bonus 
  increases by +1 every four levels (maximum of 
  +4 at 17th level).  This ability replaces Improved 
  Uncanny Dodge.
  Bow Master’s Defense (Ex):  At 7th level the bow 
  master gains a +1 dodge bonus to his AC and 
  DR 1/- versus ranged attacks.  These bonuses 
  increase by +1 every three levels thereafter to a 
  maximum bonus of +1 dodge AC and DR 5/- vs 
  ranged attacks gained at 19th level.  In addition, 
  at 19th level the bow master gains the snatch 
  arrows as a bonus feat and does not need to 
  meet any of the prerequisites for the feat.
  This ability replaces the Damage Reduction class 
  ability.
  New Rage Powers
  The following rage powers are only available 
  to the bow master.  The bow master may not 
  choose a rage power for any class ability that 
  was replaced by a bow master class ability.
  Bow Master’s Barrage (Ex):  As a full round action 
  the bow master may launch a number of arrows 
  equal to half his class level against a group of 
  targets within a 15 ft radius area of effect.  The 
  bow master uses his highest base attack bonus 
  and no target may be struck more than once, 
  but he must roll separately for each target for 
  both to hit and damage results.  The bow master 
  must be at least 12th level to take this rage power 
  and this ability may only be used once per rage 
  and generally cannot be combined with another 
  rage power within the same round.
  Brutal Shot (Ex):  The bow master may sacrifice 
  normal damage caused by his bow attack 
  to cause 1 ability point damage to either 
  
  2
  Strength or Dexterity(bow master’s choice) when 
  using his Power Shot rage power.  This damage 
  increases by 1 point for every four class levels 
  possessed by the bow master.  Targets are 
  allowed a Fortitude saving throw (DC 10 + 1/2 
  bow master’s class level + bow master’s Dexterity 
  bonus) to halve the damage caused by the 
  attack (minimum of 1 point).  The bow master 
  must possess the Power Shot rage power.
  Deadly Shot (Ex):  If the bow masters scores a 
  critical threat with his bow attack he may double 
  the bonus gained from his bow master’s edge 
  class ability to confirm the critical hit.  The bow 
  master must be at least 6th level to take this rage 
  power.
  Elemental Shot (Su):  The bow master infuses all of 
  his attacks with an elemental energy that causes 
  an additional 1d6 points of energy damage 
  (acid, cold, electricity, or fire chosen when the 
  rage is initiated) while he is raging.  The bow 
  master must have the lesser elemental rage 
  power and be at least 8th level to take this rage 
  power.  It may only be used for one rage per 
  day, with one additional use gained at 16th level.
  Elemental Shot, Greater (Su):  The bow master 
  may combine the effects of both Elemental Shot 
  and Bow Master’s Barrage rage powers as long 
  as he possesses both before selecting this 
  rage power.  The barrage may still only be 
  used once per rage, but the elemental damage 
  applies to all bow attacks made by the bow 
  master while raging.
  Elemental Shot, Lesser (Su):  The bow master 
  may cause one of his arrows to become infused 
  with elemental energy as a swift action.  The 
  elemental energy causes an additional 1d6 
  points of acid, cold, electricity, or fire as chosen 
  by the bow master when this ability is initiated.  
  If the bow master makes more than one shot 
  he does not specify which arrow is imbued, but 
  at most only one arrow may cause elemental 
  damage.  The bow master must be at least 4th 
  level to take this rage power and it can only be 
  used once per rage.
  Evasive Shots (Ex):  The bow master does not 
  provoke attacks of opportunity while making 
  ranged attacks with the bow.  The bow master 
  must be at least 8th level to take this rage power.
  Intruding Shot (Ex):  The bow master may make 
  an attack of opportunity against one target that 
  moves more than 5 feet as a single move action 
  within the bow master’s line of sight as long as it 
  falls within the first range increment of the bow 
  being used.  The bow master must be at least 
  8th level and this rage power may only be used 
  once per rage.
  Power Shot (Ex):  The bow master gains +2 to 
  damage caused by a single damage roll once 
  per round when attacking with a bow.  This 
  damage stacks with the bow master’s edge class 
  ability.  The bow master may only use this ability 
  once per rage.
  The Marksman (Rogue)
  There are those that snipe at targets then there 
  are those that strike such targets with pin point 
  accuracy.  The marksman is often mistaken 
  for just a sniper, with the requisite claims of 
  cowardice and lack of honor.  However, the 
  marksman understands that their trade is as 
  much an art form or complex trade as any other, 
  requiring both creativity and precision.  The only 
  difference is their tool is the bow or crossbow.
  Class Abilities
  Weapon and Armor Proficiency:  The marksman 
  adds long bow, composite short bow, and 
  composite long bow to the list of his proficient 
  weapons while losing the hand crossbow.
  Range Finder (Ex):  At 2nd level the marksman 
  increases the range increment of any 
  
  3
  bow or crossbow with which he is proficient by 5 
  feet.  This bonus increases by 5 feet every 4 levels 
  thereafter.
  This ability replaces Evasion at 2nd level.
  Trick Shot Talents (Ex):  The marksman may 
  choose from the following combat maneuvers:  
  disarm, feint, or sunder.  He may perform this 
  action with a bow or crossbow with which he 
  is proficient against any target within 30 feet, 
  applying a -4 to his CMB.  These actions expend 
  an arrow or bolt as normal.  He may choose any 
  one of these maneuvers as a rogue talent.
  Marksman’s Skill (Ex):  At 4th level the marksman 
  gains a +1competence bonus on attack and 
  damage rolls with a bow or crossbow with which 
  he is proficient.  This bonus increases by +1 every 
  four levels (maximum of +5 at 20th level).  This 
  ability replaces Uncanny Dodge.
  Marksman’s Reflexes (Ex):  At 8th level the 
  marksman does not provoke attacks of opportunity 
  when making ranged attacks with a bow or 
  crossbow with which he is proficient.  This ability 
  replaces Improved Uncanny Dodge.
  Advanced Shot Talents (Ex):  The marksman may 
  choose from the following combat maneuvers: 
  bull rush, grapple, or trip.  He may perform this 
  action with any bow or crossbow with which he 
  is proficient against any target within 30 feet, 
  applying a -4 to his CMB.  These actions expend 
  an arrow or bolt as normal.  Targets grappled 
  by the arrow may break free by simply breaking 
  the arrow as a standard action (hardness 5, 1 hit 
  point, break DC 13) or as an Escape Artist or CMB 
  using the marksman’s CMD -4.  He may choose 
  any one of these maneuvers as an advanced 
  rogue talent.
  Marksman’s Strike (Ex):  At 20th level, the 
  marksman may apply the effects of the following 
  upon any ranged attack that includes sneak 
  attack damage: target is put to sleep for 1d4 
  hours, target is paralyzed for 2d6 rounds, or the 
  target is slain.  Each effect allows a Fortitude 
  save to avoid with a DC equal to 10 + 1/2 
  the marksman’s class level + the marksman’s 
  intelligence bonus.
  Creatures that are immune to the sneak attack 
  damage are immune to any of these effects.  In 
  addition creatures that do not sleep cannot be 
  put to sleep with this effect.  A target can only be 
  affected by this ability once in a 24 hour period 
  regardless of the saving throw result.  This ability 
  replaces the Master Strike class ability.
  Advanced Rogue Talents
  The following advanced rogue talents are 
  specific to the marksman archetype class.
  Marksman’s Bravado (Ex):  This advanced rogue 
  talent grants the marksman DR 5/- against 
  ranged attacks.  The marksman also gains the 
  benefits of the snatch arrows feat allowing him to 
  catch an arrow or bolt fired at him and shoot it 
  at any target he chooses during his turn (reload 
  rates apply to crossbows).  The marksman must 
  be at least 18th level to take this talent.
  Marksman’s Shot (Ex):  This advanced rogue 
  talent allows the marksman to apply his sneak 
  attack damage to any opponent within the 
  first range increment of his weapon as long as 
  the marksman has concealment against that 
  opponent and the marksman makes only a single 
  shot for the round.  The marksman must be at 
  least 16th level to take this talent and possess the 
  Sniper’s Eye rogue talent.
  Sniping Dodge (Ex):  This advanced rogue talent 
  grants the marksman a +2 dodge bonus to AC 
  against ranged attacks and increases to +4 at 
  15th level and +6 at 18th level.  The marksman 
  must be at least 12th level to take this talent. 
  Designer Notes
  This is not the first player paraphernalia to rework 
  an archetype along different classes.  The 
  Witch Hunter series had several witch hunter 
  archetypes for several classes including the 
  barbarian and rogue.  Though this products seeks 
  to mimic more of the archetype’s exact abilities.
  The archer archetype offers several abilities that 
  cannot be directly replicated through feats 
  alone.  The idea was to take those abilities and 
  build archetypes for other classes that give similar 
  benefits.  The barbarian and rogue were chosen 
  as they were other core classes and each had a 
  variable class mechanic that allowed extra sub 
  abilities to be added with little additional work 
  (the rogue’s talents and the barbarian’s rage 
  powers).  
  The resulting archetypes now grant hard hitting 
  ranged class options for both the barbarian and 
  rogue.
  
  4
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
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