Of history’s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as universal or as long-
Class Traits
Role: Striker. You concentrate on ranged attacks to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and-run tactics whenever possible.
Power Source: Martial, Limit Break. Your talents depend on extensive training and practice, inner confidence, and natural proficiency.
Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose four more trained skills at 1st level: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex).
Class Features: Archery Fighting Style, Hunter’s Quarry, Called Shot.
Class Features
All of the following are class features of the archer.
Archery Fighting Style
Because of your focus on ranged attacks, you gain Defensive Mobility as a bonus feat.
Hunter’s Quarry
Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. From 1st to 10th level, this extra damage deals +1d6. From 11th to 20th level, this extra damage deals +2d6. From 21st to 30th level, this extra damage deals +3d6.
Called Shot
Once per encounter as a free action, you may get a +1 bonus to the next attack roll you make this turn against your quarry. Increase this bonus to +2 at level 11, and to +3 at level 21.