TEXT: 1
  T
  he archer is a figure of heroic legend and romance—
  often coming from the ranks of commoners. In 
  eras when the battlefield was dominated by heavily 
  armored knights, archers represented the idea that skill 
  and determination can level the playing field, both in 
  warfare and conflicts between the social classes.
  Robin Hood and his merry men are the classic icons 
  of the heroic archer, but they are far from the only 
  examples of that archetype. Historic examples of archer 
  warriors range from the horse archers of Attila the Hun 
  to the English and Welsh longbowmen at the battle of 
  Agincourt. And when an archer’s talent is great enough, 
  the facts of his life often become overshadowed by 
  legends and mythology, as is the case with China’s Zhou 
  Tong and Norway’s Einar Tambarskjelve. Ancient gods 
  such as Artemis and Apollo were famed for their skill 
  with bows, as were the heroes Arash, Hercules, Houyi, 
  Orion, and Ulysses. Plus, if we broaden our definitions 
  a bit to accept any hero using ranged weapons, William 
  Tell’s shooting an apple off his son’s head and David 
  slaying Goliath further expand the ranks of heroic 
  archers.
  Such heroics are difficult to achieve using the 
  Pathfinder Roleplaying Game, and with good reason. The 
  rules are designed to provide broad, flexible, balanced 
  characters for players to take through adventures and, 
  as history shows, skilled archers very much tip the 
  balance in almost any combat in which they participate. 
  But with the addition of archetype packages—a new 
  character creation option—and a few new ranged 
  weapon combat feats, it is possible to heighten the 
  role heroic archers can play in your campaign without 
  making them the overwhelming force they were on the 
  battlefields of our ancient world.
  
  2
  Using Archer Archetypes
  To make it easier for players to make 
  characters representing one of the common 
  archer tropes from myth and legend, this 
  product present five new archer archetype 
  packages 
  (archer 
  alchemist, 
  sharpshooter, 
  spellbow, tempest, and zen archer). Any player 
  that wishes to can add a strong mythic archer 
  element to his or her character. 
  To apply an archer archetype to a character, 
  simply replace one of the archetype packages 
  from the character’s base class with one of these 
  new packages. In other words, the character 
  gains these new abilities by foregoing access to 
  some of its class’s traditional abilities.
  What is an archetype package?
  Before we get to the detailing the new 
  archetype packages we need to answer a couple 
  of pretty basic questions: “What is an archetype 
  package? And why does this book claim classes 
  already have them when there’s no such thing 
  mentioned in the core rules?” 
  All classes are built to fulfill a mechanical 
  role in the game—fighters, for example, are 
  supposed to get close to opponents and engage 
  them in melee combat so they can’t focus on other 
  members of the party. While players can always 
  take a character concept in a different direction, 
  the mechanical role of a character class is what 
  the rules most strongly support that character 
  doing as part of a group of adventurers. An 
  archetype package is a collection of additional 
  abilities that a class can perform in addition to 
  those it needs to fulfill its mechanical role.
  This book was written with the assumption 
  that every class has at least one archetype package 
  built into it which represents a standard set of 
  powers all members of that class receive (see 
  below for details). It is designed around the 
  premise that it’s possible to remove some of 
  the standard abilities of a class and replace 
  them with new options that, while different 
  from what the core rulebook says, have no 
  detrimental effect on the class’s ability to 
  fulfill its basic mechanical role.
  An obvious example of an existing 
  archetype package can be seen in the cleric, 
  who gets to pick two domains. These are 
  in addition to the cleric’s core abilities 
  (and clerics have a broad range of options 
  even without domains). Over 20 levels 
  these domains give the cleric access to nine 
  spell slots, eighteen spells known, four 
  special abilities, and in some cases up to 
  two additional class skills or bonus feats. 
  Even if a player neglected to ever select 
  those domains, the character would be able 
  to perform the cleric’s core function and 
  maintain the same role in a well-built team.
  In the context of this product, the 
  cleric’s two domains represent a single 
  archetype package—the Domain Servant. 
  That package becomes just one option a 
  cleric can take, with the five new archetypes 
  presented here representing other options. 
  A player who wants to play a cleric who is 
  a heroic archer (perhaps as a priest serving 
  a deity of hunting) gives up the Domain 
  Servant archetype package and selects one 
  of the new archer archetypes presented in 
  this volume instead.
  existing archetype packages
  Below we define the archetype packages 
  available 
  to 
  the 
  heroic 
  base 
  classes 
  presented in the Pathfinder Roleplaying Game 
  Core Rulebook. These are the class-related 
  abilities a character can forego in order to 
  gain access to one of archer archetypes. See 
  the “Acquiring Archetypes” section below 
  for advice on how best to add them to a 
  campaign.
  Not all of the archetype packages are 
  as obvious as clerical domains, but in 
  every case the archetype packages affect 
  the character throughout his career, but 
  removing them doesn’t alter the class’s 
  mechanical role. (The bard was the closest 
  we came to finding an exception to our 
  premise. It is a class that can fill several 
  mechanical roles, and taking away any of its 
  archetype packages eliminated its ability to 
  perform one or more of them. In the end we 
  determined that the bard’s mechanical role 
  is to be a highly flexible character with a 
  strong set of skills, and giving up either the 
  Spellsinger or Performer archetype package 
  does not negate his ability to fulfill that role.) 
  BarBarian
  The 
  barbarian 
  has 
  one 
  archetype 
  package: Berserker.
  Berserker: 
  The 
  Berserker 
  archetype 
  includes a barbarian’s rage class ability and 
  all rage powers, including greater rage, 
  indomitable will, tireless rage, and mighty 
  rage. A barbarian that gives up this package 
  never receives any of these abilities.
  
  3
  Bard
  The bard has two archetype packages: 
  Performer and Spellsinger.
  Performer: The Performer archetype 
  grants a bard all the bardic performance 
  class abilities plus the versatile performance 
  and well-versed class abilities. A bard that 
  gives up this package never receives any of 
  these abilities.
  Spellsinger: The Spellsinger archetype 
  grants a bard all his spellcasting ability. A 
  bard that gives up this package gains no 
  caster level, has no spells known or spells/
  day, and has no access to the bardic spell 
  list.
  CleriC
  The cleric has one archetype package: 
  Domain Servant.
  Domain Servant: The Domain Servant 
  archetype grants a cleric two domains, and 
  one spell slot/level for domain spells. A 
  cleric that gives up this package does not 
  receive one additional spell slot per spell level 
  for domain spells, and gives up all domain 
  granted powers and domain spells.
  druid
  The druid has one archetype package: 
  Beastlord.
  Beastlord: The Beastlord archetype grants the 
  druid the spontaneous casting, wild empathy, 
  and wildshape class abilities (including all 
  improvements to wildshape). A druid that 
  gives up this archetype never receives any of 
  these abilities.
  Fighter
  The 
  fighter 
  has 
  one 
  archetype package: Battle 
  Master.
  Battle Master: The Battle 
  Master 
  archetype 
  grants 
  a fighter the bonus feats 
  gained at 1st, 6th, 12th and 18th 
  level, bravery, and weapon 
  training. 
  Additionally, 
  without 
  this 
  archetype 
  package the character can not 
  take feats that require levels 
  in the fighter class (such as 
  Weapon Specialization).
  Monk
  The 
  monk 
  has 
  one 
  archetype 
  package: 
  Ki 
  Master.
  Ki Master: The Ki Master 
  archetype grants a monk the 
  flurry of blows, bonus feat 
  gained at 2nd level, ki pool, 
  
  4
  wholeness of body, abundant step, and empty 
  body class abilities. A monk that gives up this 
  package never receives any of these abilities, 
  has no ki pool, and cannot spend ki points as 
  part of the high jump ability.
  Paladin
  The paladin has two archetype packages: 
  Avenger and Divine Guardian.
  Avenger: The Avenger archetype grants a 
  paladin the smite evil, lay on hands, mercy, 
  channel positive energy, and divine bond class 
  abilities. A paladin that gives up this package 
  never receives any of these abilities.
  Divine Guardian: The Divine Guardian 
  archetype grants a paladin the detect evil and 
  aura of courage class abilities, plus all of the 
  paladin’s spellcasting ability. A paladin that 
  gives up this package never receives any of those 
  abilities, gains no caster level, has no spells/day, 
  and has no access to the paladin spell list.
  ranger
  The ranger has two archetype packages: 
  Scout and Woodland Spellcaster.
  Scout: The Scout archetype grants a ranger 
  the favored enemy, combat style feat, favored 
  terrain, and hunter’s bond class abilities. A 
  ranger that gives up this package never receives 
  any of these abilities.
  Woodland 
  Spellcaster: 
  The 
  Woodlander 
  Spellcaster archetype grants a ranger Spellcraft 
  as a class skill, 2 of the ranger’s 6 skill points 
  per level, the ranger’s wild empathy ability, and 
  all the ranger’s spellcasting ability. A ranger 
  that gives up this package never receives any 
  of those abilities, gets only 4 skill points (plus 
  Int bonus) per level, gains no caster level, 
  has no spells/day, and has no access to the 
  paladin spell list.
  rogue
  The rogue has one archetype package: 
  Sneak.
  Sneak: The Sneak archetype grants a 
  rogue the sneak attack dice gained at 1st, 5th, 
  9th, 13th, and 17th levels, as well as the trap 
  sense class ability. A rogue that gives up 
  this package still receives sneak attack dice 
  at 3rd, 7th, 11th, 15th and 19th levels, but never 
  receives the trap sense abilities.
  SorCerer
  The sorcerer has one archetype package: 
  Heritage.
  Heritage: The Heritage archetype grants 
  a sorcerer one bloodline—including the 
  bloodline class skill, bonus spells, bonus 
  feats, bloodline arcane, and bloodline 
  powers. A sorcerer that gives up this 
  package never receives any of these abilities 
  or bonus items.
  Wizard
  The wizard has one archetype package: 
  Arcane Master
  Arcane Master: The Arcane Master 
  archetype grants a wizard the arcane 
  bond and arcane school class abilities. The 
  wizard does not choose a school (not even 
  the universalist school) to specialize in, and 
  never gains any of the abilities granted for 
  specializing in a school. The wizard also 
  does not need to choose two opposing 
  schools.
  acquiring archetypes
  The simplest way to use new archetypes 
  is to require them to be selected during 
  character creation. This is limiting, but no 
  more so than any of the existing basic options 
  for character. A cleric, after all, doesn’t have 
  any way to change domains, so why allow 
  one to pick a new archetype package?
  However, whenever new options are 
  added to a campaign, it’s a good idea to 
  consider ways to allow existing characters to 
  gain access to them. In this case, that would 
  mean letting characters swap out some of 
  their long-time abilities in favor of this new 
  package. 
  If you consider archetypes as being 
  similar to occupations, it’s easy to justify 
  learning new ones occasionally. As an 
  optional rule, you may allow characters to 
  change one archetype package whenever 
  they gain an even-numbered class level. The 
  GM may require a character to have a source 
  of instruction in order to do this—a character 
  with the desired archetype to act as teacher, 
  a manual of instruction, or even divine 
  inspiration. Upon taking a new archetype 
  package, all abilities, feats, and skill points 
  associated with the old archetype package 
  are lost. (The skill points can be taken from 
  whatever skills the player prefers when an 
  old archetype is abandoned, and may add 
  them in any configuration that falls within 
  the standard rules for skill points when they 
  are gained from a new package.)
  While a character losing old abilities and 
  skills he or she once possessed may seem 
  unrealistic, there’s no other balanced option. 
  
  5
  For magic powers it’s no great stretch to say 
  that whatever energy was once used to fuel 
  them is now channeled into the new abilities. 
  As for feats and skills, they can be explained 
  as things that require constant practice. 
  They may not be technically “lost” when 
  the character begins studying new areas of 
  expertise, but the character becomes unable 
  to perform them sufficiently well and so 
  they cannot be used anymore. 
  These answers may not cover every 
  situation, but for most campaigns they 
  should suffice to explain why a character 
  suddenly has different abilities. (If the 
  campaign, GM, or players do not find 
  these answers suffice, this optional rule 
  should probably not be used and archetype 
  packages should be something that must be 
  taken during character creation or the when 
  a character first uses the multiclassing rules 
  to take a level in a new base class.)
  Can i SWaP BaSe ClaSS 
  arChetyPe PaCkageS?
  As soon as you introduce the idea of 
  archetype packages to a campaign, players 
  will inevitably want to know if they can 
  swap out one of a class’s archetype packages 
  for an archetype package from another base 
  class. For example, a character wishing to 
  make a Nordic skald might ask if she could 
  make a barbarian who lacked the Berserker 
  package, but received the bard’s Performer 
  package.
  The answer, of course, is a definitive 
  “maybe.” Allowing characters to swap their 
  base class’s archetype packages for those of 
  another base class is a great way to have ready-made customized classes, 
  but it’s also fraught with peril. There are three main reasons why a GM 
  might want to disallow this kind of archetype package exchange. 
  First, it can very quickly create overlap among PCs, which may lead 
  to some players feeling their character’s “niche” has been violated. The 
  skald sounds reasonable, but it means anyone playing an out-of-the-book 
  version of either a barbarian or a bard now has some of their class abilities 
  duplicated by the skald character. If a player decided to play a ranger 
  with neither the Scout nor Woodlands Spellcaster archetype packages, 
  and instead takes the bard Performer and rogue Sneak archetypes, that 
  one character now potentially overlaps abilities with three classes.
  Second, while we’ve designed the archer archetype packages 
  to be balanced when compared to each other, the same is not true 
  about the archetype packages for the base classes. We’ve tried to 
  balance the archetype packages detailed above, but that balance 
  is both approximate and limited. The core rulebook base classes 
  weren’t designed for this kind of hair-splitting, so there’s no way 
  for us to achieve total parity between their archetype packages. 
  The new archer archetype packages were designed to be added 
  to any class that meets their prerequisites without causing 
  balance issues. But if characters mix and match the base class 
  archetype packages, there is the very real potential for creating 
  characters with overpowering combinations of abilities. 
  Lastly, it can create a group of characters that don’t mesh 
  well as a team. Of course this is also true of any new class or 
  ability (if a group already has three fighters, it’s better for a new 
  character to be a cleric or wizard than a barbarian). But allowing 
  characters to swap base class archetypes makes it much easier 
  for characters to overlap, and more likely to miss options usually 
  available to a mix of characters.
  If a GM does decide to allow characters to swap base class 
  archetype packages, they should be evaluated on a case-by-case 
  basis. Below are some rules to help keep characters balanced and 
  playable.
  • Don’t allow any class to gain spellcasting ability from an 
  archetype package from a class with a lower base attack bonus. 
  It’s not particularly unbalanced for a barbarian to pick up the 
  
  6
  ranger’s Woodland Spellcaster archetype (in fact 
  it’s a cool way to make a primitive shaman), but 
  it would be a mistake to allow a barbarian access 
  to a sorcerous bloodline or cleric domains. The 
  reverse is not true. If a sorcerer wants to pick up 
  the Berserker archetype package in place of the 
  Heritage package, that won’t unbalance a game 
  (though it’s not doing the sorcerer any favors, 
  either).
  • Don’t allow a character to use base class 
  archetype package swapping to end up with 
  access to two separate spell lists. Allowing 
  a cleric to swap out Domain Servant for the 
  bard’s Performer is okay, but don’t let the cleric 
  take the Spellsong archetype package. For that 
  matter, a cleric shouldn’t gain access to the 
  paladin Divine Guardian, ranger Woodland 
  Spellcaster, or the sorcerer Heritage archetype 
  packages. Spellcasters are balanced by a lot of 
  factors, including what spells aren’t available to 
  them, and playing with that balance often leads 
  to overpowered, overly-flexible characters.
  • Require any character that picks up an 
  archetype package from another base class to 
  follow all the restrictions of that second class. 
  A player wanting to play a Holy Choirmaster 
  by building a bard that swaps the Spellsong 
  package for the paladin’s Divine Guardian 
  package is fine, but the character should be 
  required to be lawful good, follow the paladin’s 
  code of conduct, and be limited to the same 
  kinds of associates. If the player had instead 
  built a bard who gave up the Performer package 
  in return for the druid’s Beastlord, the bard 
  should be of neutral alignment and prohibited 
  from wearing metal armor.
  • Carefully consider party balance 
  before approving any requests to swap 
  archetype packages. If one player is already 
  playing a typical druid, you may not want 
  to allow anyone else to add druid archetype 
  packages to their characters. Of course this 
  sort territoriality over a character’s abilities 
  varies based on the group’s personality and 
  play style, so this is more of a guideline 
  than a rule. But be aware for the potential 
  for players to be annoyed if special abilities 
  from “their” core class are bolted on to 
  another player’s character.
  Archer Archetypes
  Now that we know what an archetype 
  package is and how to get one (and at 
  what cost), we can present new archetype 
  options for characters. While the archetypes 
  often work best for a specific class or set of 
  classes, they are all designed to be as generic 
  as possible. While most can be taken as an 
  archetype package by members of any 
  class, the Spellbow may only be applied to 
  characters who have spellcasting abilities.
  Though these archetype packages are 
  written in terms of arrows and bows, they 
  should work equally well with crossbows, 
  slings, and other ranged weapons. Specific 
  abilities or whole archetype packages may 
  be ruled not to be useable with some ranged 
  weapons, at the GM’s discretion.
  archer alchemist
  The archer alchemist may not have the 
  skill in shooting that other archer archetypes 
  possess, but more than makes up for it 
  with a keen cunning when developing his 
  ammunition.
  Alchemical 
  Archer 
  (Ex): 
  You 
  are 
  considered proficient with the alchemical 
  ammunition of any weapon with which 
  you are proficient. (See “Extraordinary 
  Ammunition” below for specific forms of 
  alchemical ammunition).
  Alchemical Shot (Ex): You know how to 
  place alchemical arrows onto your target 
  for maximum effect. When you use an 
  alchemical arrow, the DC of saving throws 
  a target is forced to make may be higher 
  than usual. The DC is the higher of the 
  item’s normal save DC or 10 + 1/2 your class 
  level + your Dexterity modifier. If you have 
  the Deadeye feat (see “New Feats” below), 
  the DC is the higher of the target’s normal 
  save DC or 10 + 1/2 your class level + your 
  Intelligence modifier.
  
  7
  Craft Extraordinary Ammunition (Ex): 
  The extraordinary ammunition used by 
  an alchemical archer is not commonly 
  available—very few artisans know how to 
  manufacture it. Not only do you know the 
  secret of such ammunition’s manufacture, 
  you can craft it more quickly and easily 
  than normally possible. This requires a 
  DC 15 Craft check of the same skill used to 
  make mundane ammunition of the same 
  type. You must spend half the value of the 
  ammunition to be made in materials. On 
  a successful check, you can make up to 20 
  rounds of the same ammunition in a day. 
  On a failed check you lose half the materials 
  used in the attempt, and must wait a day to 
  try again.
  Bag of Tricks (Ex): At 8th level, you 
  become a master of selecting just the right 
  extraordinary ammunition to surprise your 
  targets and gain a tactical advantage. As 
  a standard action you may make a single 
  ranged attack with a round of extraordinary 
  ammunition. If your attack hits, your target 
  must also make a Will save (DC 10 + 1/2 your 
  class level + your Dexterity modifier) or be 
  flat-footed until the beginning of its next 
  turn. Once a creature has been successfully 
  targeted of your bag of tricks ability, it 
  cannot be affected by it again for 24 hours.
  If you have the Deadeye feat (see “New 
  Feats” below), the DC of this ability is 10 
  + 1/2 your class level + your Intelligence 
  modifier.
  extraordinary aMMunition
  All of the following extraordinary 
  ammunition traits can be crafted into arrows, 
  crossbow bolts, shuriken, and sling stones. 
  Such ammunition is destroyed when used. 
  A given item can only have one of these 
  extraordinary traits added to it. Costs are 
  provided as multiples of the ammunition’s 
  normal cost. Extraordinary ammunition often 
  has a different range increment, provided 
  as a percentage of the base ammunition’s 
  range increment. Thus, injector sling bullets 
  cost 1gp per 10 bullets, and have a range 
  increment of 25 feet.
  A few of these ammunition forms deal 
  less damage than normal ammunition for the 
  same weapon. If ammunition lists a damage 
  modifier of –1 die type, it has a damage die 
  one size smaller than usual. Thus a Medium 
  longbow alchemical arrow deals only 1d6 
  damage, rather than a normal arrow’s 1d8.
  Javelins, light hammers, starknives, and 
  throwing axes can also be made with these 
  extraordinary ammunition traits, and are not 
  destroyed when used but may need to have 
  the ammunition reapplied before they can be 
  used this way again (see the entries below for 
  details). They otherwise conform to the rules 
  for extraordinary ammunition. Extraordinary 
  ammunition can be made masterwork 
  or enchanted for the cost of adding such 
  properties to normal ammunition.
  Each of these forms of extraordinary 
  ammunition 
  is 
  considered 
  an 
  exotic 
  weapon. A character not proficient with 
  such 
  ammunition 
  suffers 
  the 
  normal 
  nonproficiency penalties to attack rolls made 
  with it.
  alCheMiCal
  Cost: x10 + cost of alchemical item
  Range modifier: 25%
  Damage Modifier: –1 die type
  This ammunition includes one dose of an 
  alchemical weapon—acid, alchemist’s fire, 
  holy water, smokestick, sunrod, tanglefoot bag, 
  thunderstone, or tindertwig. (Other alchemical 
  items may be available at the GM’s discretion). 
  On a successful attack, the target takes the same 
  effects as if struck by the alchemical item built 
  into the ammunition. Thus, a thunderstone 
  arrow forces targets within 10 feet to save 
  or be deafened, while a smokestick bullet 
  creates smoke in a cube around the target. 
  For alchemical items that have areas, a ranged 
  attack against an AC of 10 is required to place 
  the alchemical effect in a specific unoccupied 
  space.
  A javelin, light hammer, starknife, or 
  throwing axe with this trait is not destroyed 
  when used, but it must have a new alchemical 
  item reloaded into it (a full round action) after 
  each use.
  Bola
  Cost: x5 
  Range Modifier: 50%
  Damage Modifier: None
  Bola ammunition breaks into multiple 
  weights connected by tough leather cord. It 
  does no damage, but like a normal bola allows 
  you to make trip attacks at range. Unlike a 
  typical bola, you may also attempt disarm 
  attacks at range. 
  A javelin, light hammer, starknife, or 
  throwing axe with this trait is not destroyed 
  when used, but it must be reassembled (a full 
  round action) after each use.
  
  8
  CaltroP
  Cost: x10 + 1gp
  range Modifier: 50%
  damage Modifier: None
  This ammunition contains a compact set 
  of collapsed, spring-loaded caltrops. On a 
  successful attack against a target, one 5-foot 
  square in that target’s area is filled with 
  caltrops.  A ranged attack against an AC of 10 
  is required to place a square of caltrops in a 
  specific unoccupied space.
  A javelin, light hammer, starknife, or 
  throwing axe with this trait is not destroyed 
  when used, but it must have a new set of 
  collapsed caltrops reloaded into it (a full round 
  action) after each use.
  graPPling
  Cost: x50
  range Modifier: 25% (minimum 10 feet)
  damage Modifier: None
  Grappling ammunition can carry up to 50 
  feet of rope and anchor it to walls—it catches 
  as if it was a grappling hook. It can also 
  anchor itself to helpless foes and appropriate 
  unattended objects. A foe that is not helpless 
  may be targeted with grappling ammunition. 
  If the attack roll exceeds both the target’s AC 
  and CMD, the ammunition anchors itself to 
  the attacker by the trailing rope. If the attacker 
  (or anyone else) is holding the other end of 
  the rope, the target must beat the attacker in 
  an opposed Strength check in order to move 
  beyond the limits of the rope’s range. If he does 
  so, the attacker may either let go of the rope or 
  be dragged behind the target as he moves. 
  A javelin, light hammer, starknife, or 
  throwing axe with this trait is not destroyed 
  when used, but it must be reassembled (a 
  full round action) after each use.
  injeCtor
  Cost: x10 
  Range Modifier: 50%
  Damage Modifier: None
  This ammunition can be filled with 
  1 does of a liquid (requiring 1 minute to 
  fill), which is injected into the target on a 
  successful attack. If the liquid is a magic 
  potion or antitoxin, it affects the target as if 
  he had drunk the potion. If it is a poison, the 
  target suffers a –1 penalty to saving throws 
  against the poison because it is injected 
  directly into the bloodstream. Note that 
  contact, ingested, and injury poisons may 
  all be delivered by injector ammunition. 
  While a character may still expose himself 
  to a poison when loading it into injector 
  ammunition, once it is loaded even a natural 
  1 on an attack roll does not expose the user 
  to the poison. 
  A javelin, light hammer, starknife, or 
  throwing axe with this trait is not destroyed 
  when used, but it must have a new dose of 
  liquid reloaded into it (a full round action) 
  after each use.
  sharpshooter
  A sharpshooter’s style is to take time 
  with each ranged attack made, trading a 
  hail of arrows for making fewer attacks, but 
  imbuing each with devastating effectiveness.
  Lethal Accuracy (Ex): You can aim a 
  ranged attack with extreme accuracy if 
  you take a little extra time. As a full-round 
  action, you may make a single ranged attack 
  with a ranged weapon. 
  This single attack is +1 to its attack rolls 
  and deals an additional 1d6 damage of the 
  same type as the weapon used to make 
  the attack. These bonuses increases to +2 
  attack/+2d6 damage at 5th level, +3/+3d6 at 
  10th level, +4/+4d6 at 15th, and +5/+5d6 at 
  20th level.
  Bonus Feat: You gain a bonus feat at 2nd, 
  6th, 10th, 14th and 18th levels. The bonus 
  feat must be a combat feat and it must relate 
  to ranged attacks or ranged weapons.
  Called Shot (Ex): At 8th level, your 
  accuracy is so great you may aim for specific 
  parts of a target. These called shots allow you 
  to attempt at range the combat maneuvers 
  bull rush (a shot to the eyes or feet), disarm 
  (shot to the hand), sunder (shot to a weapon 
  or item), or trip (shot to the legs or feet). You 
  used your CMB for these attacks, and suffer 
  penalties to your CMB equal to any range 
  penalties you incur. A target of your ranged 
  bull rush is driven back 5 feet +5 feet for 
  every 5 by which your CMB check exceeds 
  the target’s CMD (unlike with a melee bull 
  rush, you do not yourself move). Your target 
  cannot attempt to disarm or trip you as a 
  result of your ranged disarm or trip attacks.
  You can also attempt to make a ranged 
  grapple against a target with an attack 
  that deals piercing damage, but only if the 
  target is adjacent to an upright object of 
  at least its size (including walls, trees, and 
  terrain but not other creatures). If your CMB 
  check succeeds, the creature is considered 
  
  9
  grappled and cannot move from its square, 
  as you staple part of it to a wall or similar 
  area. You cannot make a ranged grapple 
  check to damage, pin, or tie up a target. 
  The target remains grappled until it makes 
  a CMB check that exceeds your original 
  CMB check to grapple it, or it breaks the 
  ammunition grappling it or the item it is 
  stapled to.
  At the GM’s discretion, a called shot 
  may also allow you to make other normally 
  impossible shots, such as splitting in half an 
  arrow already in the bullseye of a target, or 
  shooting a cord off the mast of a ship during 
  a storm. Hitting an AC of 30 with a called 
  shot is normally sufficient for this kind of 
  showy accuracy.
  spellboW
  The 
  spellbow 
  doesn’t 
  use 
  ranged 
  weapons, she is a ranged weapon. While still 
  dependent on ammunition for her attacks, 
  the spellbow propels her projectiles with 
  mystic force rather than crude mechanical 
  devises. Only characters who at 1st level 
  are able to cast 1st level spells from a class 
  spell list may take the spellbow archetype 
  package.
  Spellbow (Su): You can make ranged 
  attacks using sling bullets, arrows, or 
  crossbow bolts without using a weapon. You 
  simply draw out the desired ammunition 
  and aim it at your target, then imbue it with 
  magic flight. These function exactly as if 
  fired from a mundane ranged weapon of 
  the appropriate type except that you have 
  no reload time (you may fire as quickly as 
  your attacks/round allow). Most spellbows 
  use this power with heavy crossbow bolts.
  While 
  your 
  ranged 
  attacks 
  use 
  your Dexterity modifier (as normal for 
  ranged attacks), you also get to add your 
  Intelligence, Wisdom, or Charisma modifier 
  to the damage done with your spellbow 
  (whichever ability score you use to 
  determine the save DCs of spells you cast). 
  You do not also get to add your Strength to 
  such attacks even if you use this ability with 
  thrown weapons.
  At 4th level, your spellbow attacks 
  function as if fired from a +1 magic weapon. 
  This bonus increased by +1 at 8th level, 
  and every 4 levels afterward (+3 at 12th, +4 
  at 16th, and so on). At 8th level, instead of 
  increasing your magic enhancement bonus 
  by +1 you may choose a +1 ranged weapon 
  special ability. From then on, all your spellbow 
  attacks function as if fired from a weapon with 
  that special ability. 
  Beginning at 9th level you may periodically 
  change what special weapon abilities your 
  spellbow attacks have. Each time you gain an 
  odd-numbered level, you may change what 
  special abilities you gain with your spellbow 
  attacks. You may choose any combination 
  of abilities as long as the cost of effects never 
  exceeds the bonus value of your spellbow and 
  you always keep at least a +1 enhancement 
  bonus to attacks and damage.
  tempest
  The tempest focuses on getting a lot of 
  arrows into the air fast, eventually learning to 
  create a cloud of missiles that block out the sun.
  Rapid Shot: You gain Rapid Shot as a bonus 
  feat at 1st level, even if you do not meet its 
  prerequisites. At 8th level, your penalty to 
  attacks when using Rapid Shot drops to –1. At 
  16th level, you do not suffer a penalty to attack 
  rolls for using Rapid Shot.
  Hail of Arrows (Ex): Once per round, as a 
  standard action you can perform a full attack 
  action with a ranged weapon. This allows you 
  to make multiple attacks with your weapon 
  without taking a full-round action. You may 
  use this ability a number of times per day equal 
  to 3 + your Dexterity bonus.
  Bonus Feat: You gain a bonus feat at 6th, 
  10th, 14th and 18th levels. The bonus feat must 
  be a combat feat and it must relate to ranged 
  attacks or ranged weapons.
  
  10
  Hampering Fire (Ex): At 8th level you can 
  attempt to impair a target with hampering fire 
  ranged attacks. To do this, at the beginning of 
  your round you must take a –2 penalty to all 
  ranged attacks you make until the start of your 
  next round. If you strike a Medium or smaller 
  creature with two hampering fire ranged attacks 
  in the same round, it is considered flanked until 
  the beginning of its next turn. For each size 
  category larger than Medium your target is, 
  you must hit it with one additional hampering 
  fire ranged attack in the same round to gain 
  this effect (three attacks in the same round 
  for Large creatures, four for Huge creatures, 
  and so on).
  Covering Volley (Ex): At 12th level you 
  can create such a massive hail of arrows 
  that foes in an area must constantly be 
  wary of being struck by your attacks. As a 
  move action, you can expend 10 rounds of 
  ammunition to lay down a cone of fire out 
  to a distance of your ranged weapon’s range 
  increment. You threaten (with your ranged 
  weapon) any square in this cone to which 
  you have line of effect. If targets within the 
  cone take actions that provoke attacks of 
  opportunity, you may make an attack of 
  opportunity with your ranged weapon. This 
  counts against the total number of attacks 
  of opportunity you may make in a round 
  (most tempests take the Combat Reflexes 
  feat for this reason).
  Zen archer
  The zen archer approaches ranged 
  combat as a spiritual exercise, with 
  mediation and faith as important as target 
  practice and physical conditioning.
  Perfect Form (Ex): As a zen archer you 
  are trained to find the style of posture, aim, 
  conditioning and timing that match your 
  natural abilities perfectly. To represent 
  this maximized form, rather than add your 
  Dexterity modifier to ranged attack rolls 
  add the modifier from your highest ability 
  score. You also gain a bonus to ranged 
  weapon damage equal to your highest 
  ability modifier, to a maximum of half your 
  class level.
  Intuitive Aim (Ex): You do not need to see 
  your foes to shoot at them. Whenever you 
  suspect there is a target present you cannot 
  sense, you may make a class level check 
  (1d20 + class level) as a swift action against a 
  DC of 10 + target’s CR. On a successful check 
  you know what square the nearest unseen 
  foe is and may make ranged attacks against 
  that target, though you still suffer a 50% 
  miss chance for attacking an unseen target. 
  You may reroll this miss chance once per 
  attack, taking the better of the two results.
  Countershot (Ex): At 4th level you can 
  attempt to shoot the ranged attacks of your 
  foes out of the air. You must have a ranged 
  weapon loaded and prepared to fire. Once 
  per round when a target you can see makes 
  a ranged weapon attack, you may attempt 
  to deflect it with an attack from your own 
  weapon. You must be aware of the attack 
  and not be flat-footed. You make a ranged 
  attack (calculating range to either the shooter 
  or his target, whichever is closer to you), and 
  compare your attack total to the shooter’s 
  attack total. If your total is higher, you 
  successfully deflect the attack. Attempting 
  to deflect a ranged attack doesn’t count as an 
  action (not even an attack of opportunity). 
  Unusually massive ranged weapons (such as 
  boulders or ballista bolts) and ranged attacks 
  generated by natural attacks or spell effects 
  can’t be deflected.
  Blind Aim (Su): At 8th level you gain 
  blindsense to a range of 30 feet, only for 
  purposes of making ranged attacks. This 
  increases to a range of 60 feet at 12th level, 90 
  feet at 16th level, and 120 feet at 20th level.
  
  11
  Improved Countershot (Su): At 16th level, you 
  may attempt to use your countershot ability 
  to deflect even massive ranged weapons and 
  ranged attacks generated by natural attacks or 
  spell effects. When deflecting massive ranged 
  attacks, you suffer a –4 penalty to your attack 
  roll to deflect. When deflecting natural attacks 
  or spell effects that require ranged attacks, 
  you suffer a –8 penalty.
  new FeAts
  The following feats are designed to 
  expand the options for characters taking 
  archer archetypes. Two of these feats (Deadly 
  Accuracy and Defensive Shot) are reprinted 
  from the popular Genius Guide to Feats of 
  Battle, while the others appear here for the 
  first time.
  arroWfighter (combat)
  You can use arrows and bolts as well in 
  melee as you do at range.
  Prerequisite: Proficient with bows and 
  crossbows.
  Benefit: When you use arrows or bolts 
  as melee weapons, they do not count as 
  improvised weapons. You are considered to 
  threaten the spaces around you when you 
  have an arrow or bolt in hand (including 
  any time you have the appropriate ranged 
  weapon ready for use), and can take attacks 
  of opportunity with an arrow or bolt. If you 
  make a melee attack with an arrow or bolt, 
  you may apply any feats to the attack you 
  could apply to a ranged attack made with 
  the same ammunition.
  DeaDeye (combat)
  You have learned that careful aim and 
  an understanding of how ranged weapons 
  work and targets move is more important 
  than hand-eye coordination.
  Prerequisite: Int 13
  Benefit: You may add your Intelligence 
  modifier, 
  rather 
  than 
  your 
  Dexterity 
  modifier, to ranged attack rolls. Additionally, 
  you may use your Intelligence score, rather 
  than your Dexterity score, as a prerequisite 
  for feats focused on ranged attacks (such as 
  Improved Precise Shot, Pinpoint Targeting, 
  Shot on the Run, Rapid Shot, and Manyshot).
  DeaDly accuracy (combat)
  Your aim is too good to deal minimum 
  damage.
  Prerequisites: Dex 15, base attack bonus 
  +6.
  Benefit: You have deadly accuracy with 
  your agility-based weapon attacks. When 
  dealing damage with a weapon to which you 
  add your Dexterity to your attack rolls (all 
  ranged weapon attacks and melee weapon 
  attacks made with Weapon Finesse), you 
  can reroll any result of 1 on your weapon’s 
  damage dice. Only weapon attacks that 
  require an attack roll benefit from this feat. 
  You must keep the result of the reroll, even 
  if it is another 1.
  Defensive shot (combat)
  You can make a ranged attack without 
  distracting yourself from immediate threats.
  Prerequisites: Point-Blank Shot, Precise 
  Shot.
  Benefit: You may decide to make a ranged 
  attack defensively, taking a –2 penalty to all 
  ranged attacks you make during the round. 
  Such attacks do not provoke attacks of 
  opportunity. If you take any other actions 
  during the round that do provoke an attack of 
  opportunity (such as casting a spell) you suffer 
  the consequences normally.
  Normal: Making a ranged attack normally 
  provokes 
  attacks 
  of 
  opportunity 
  from 
  threatening foes.
  snap shot (combat)
  You can make sudden ranged attacks that 
  are difficult for foes to avoid, though they deal 
  more nicks and scrapes than center hits.
  Benefit: You can choose to take a –1 penalty 
  to all weapon damage and combat maneuver 
  checks (to a minimum of +0) to gain a +1 bonus 
  to all ranged weapon attack rolls. This bonus to 
  attack rolls is increased to by an additional +1 
  if you make only one ranged attack this turn. 
  When your base attack bonus reaches +4, and 
  every 4 points thereafter, the penalty increases 
  by –1 and the bonus to attacks increases by +1. 
  You must choose to use this feat before making 
  any attack rolls, and its effects last until your 
  next turn. The bonus does not apply to touch 
  attacks or effects that do not deal hit point 
  damage.
  Archetype pAckAges And sUper 
  geniUs BAse clAsses
  Super Genius Games has produced a number 
  of base classes for the Pathfinder Roleplaying 
  Game. Available to date are the Archon, Death 
  Mage, Dragonrider, Godling, Magus, Shadow 
  Assassin, Shaman, War Master, and Witch 
  Hunter. For those who have bought one or more 
  of those classes, we present their archetype 
  packages below. This material is absolutely 
  not necessary to use the Genius Guide to Archer 
  Archetypes with the core Pathfinder Roleplaying 
  Game rules. We provide it simply as a courtesy 
  
  12
  for gamers who have already decided to use 
  our material in their campaigns, so they can get 
  maximum benefit.
  Below is a list of the archetype packages 
  built into each class, and an abbreviated list of 
  what’s included in each. As with the archetype 
  packages for the base classes from the Pathfinder 
  Roleplaying Game Core Rules, a character can give 
  up one of his archetype packages (losing access 
  to everything from that package) to take a new 
  archetype package.
  If a player wishes to add one of the archetype 
  packages below to another class, GMs should 
  use the information from the “Can I Swap 
  Base Class Archetype Packages?” section (see 
  above) to weigh their decision. However, we 
  strongly suggest paying even closer attention to 
  the possibility of overpowering combinations 
  created by such exchanges.
  archon (genius guiDe  t0: the archon)
  Archetype Package: Riven Lord
  Included Abilities: Rivenspell, favored 
  spell, arcane surge.
  Death mage (genius guiDe  t0: the Death 
  mage)
  Archetype Package: Death Master
  Included Abilities: Pale road, death 
  bond.
  DragonriDer (genius guiDe  t0: 
  the DragonriDer)
  Base Archetype Package: Dragon Kith
  Included Abilities: One good saving 
  throw advancement rate*, low-light vision, 
  spells, darkvision.
  *A dragonrider without the Dragon Kith 
  base archetype package has only two good 
  saving throw advancements, chosen when 
  the package is selected. The other saving 
  throw advances at the same 
  rate as a barbarian’s Reflex 
  save.
  goDling (genius guiDe  
  t0: the goDling)
  Base 
  Archetype 
  Package: Like My Father
  Included 
  Abilities: 
  Lineage 
  domains, 
  scion 
  talents.
  magus (genius guiDe  t0: 
  the magus)
  Base 
  Archetype 
  Package: 
  Master 
  of 
  Mysticism
  Included 
  Abilities: 
  Mystic bond, mystic talents, 
  advanced mystic talents.
  shaDoW assassin (genius guiDe  t0: 
  the shaDoW assassin)
  Base 
  Archetype 
  Package: 
  Shadow 
  Cunning
  Included Abilities: 2 of the shadow 
  assassin’s skill points/level and 4 class 
  skills*, shadow style.
  *A shadow assassin built without this 
  archetype package has only 4 skill points/
  level, and must choose 4 of the shadow 
  assassin’s normal class skill to not be class 
  skills for the character.
  shaman (the shaman)
  Base Archetype Package: Spirit Talker
  Included Abilities: 2 of the shaman’s 
  skill points/level* and Craft (focus) as a class 
  skill*, spirit companion.
  *A shaman built without this archetype 
  package has only 2 skill points/level and 
  does not have Craft (focus) on its class skill 
  list.
  War master (genius guiDe  t0: the 
  War master)
  Base Archetype Package: Student of 
  Battle
  Included Abilities: 2 of the war master’s 
  skill points/level*, war master talents, 
  advanced talents.
  *A war master built without this 
  archetype package has only 2 skill points/
  level.
  Witch hunter (genius guiDe  t0: 
  the Witch hunter)
  Base Archetype Package: Devoted
  Included Abilities: Devoted strike, 
  devotee talent.
  
  13
  we err on the side oF 
  Awesome!
  credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Additional Editing:
  Paul Fisher
  Cover Art:
  Peter Szabo Gabor
  Interior Art:
  Manda Panda Stocks, Peter Szabo Gabor, 
  and Jason Walton 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
  For more information about Super Genius Games and our upcoming 
  products, follow us on Facebook: www.facebook.com/supergeniusgames, 
  via Twitter: Owen: @Owen_Stephens, Stan: @stannex, and/or Hyrum: @
  savageplanet, or at our Yahoo Group: http://games.groups.yahoo.com/
  group/super-genius/
  All logos are the trademark of  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the 
  Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not 
  endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
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  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
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  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
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  The Genius Guide To: Feats of Battle. Copyright 2010, Super Genius Games. Author: Owen K.C. 
  Stephens.
  The Genius Guide To: Archer Archetypes. Copyright 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  
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