The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armour.
Available Race(s): Human, Half-Elf, Elf
Primary Attribute(s): Strength (13 Minimum), Dexterity (13 Minimum), Constitution (14 Minimum), Wisdom (14 Minimum)
Stronghold: The Archer can acquire a cabin in the Umar Hills as his stronghold. See our
Ranger Quests section for more information.
Strengths
- Missile weapon bonus (+1 bonus to hit and damage for every 3 levels)
- Called Shot once per day for every 4 levels (lasts 10 seconds, hits induce: 4th level -1 THAC0 of target, 8th level -1 Save vs. Magic of target, 12th level -1 Strength of target, 16th level +2 damage bonus)
- Racial Enemy (+4 to hit)
- Stealth, Charm Person, Charm Mammal
- Spell casting starts at level 8 with level 1 Priest spells
Weaknesses
- Can only be proficient (+) in melee weapons
- Cannot wear metal armor
- Must maintain Good alignment
- If party reputation drops below 4, becomes a Fallen Ranger, loses all Ranger abilities, and is the equivelant of a Fighter (cannot regain Ranger status)
Possible High-Level Abilities [ToB]
Critical Strike
Deathblow
Greater Deathblow
Greater Whirlwind Attack
Hardiness
Power Attack
Resist Magic
Smite
Tracking
War Cry
Whirlwind Attack