This character class has been culled from a back issue of Dragon(tm) Magazine and details a character classes for use in a 1st Edition AD&D game. All credit for the creation of the character class and the original article go to the author, Len Lakofka.
This page contains a functional rewrite to balance the class for play as a player characetr and not just and NPC.
The principal attributes of an Archer are strength and dexterity, both of which must be 15 or better. Intelligence, Wisdom and Charisma must be at least 6 and Constitution at least 9. Archer-Rangers require an even higher lnteiligence/ Wisdom and Constitu�tion, a minimum of 14 in each. Archers and Archer-Rangers whose Strength and Dexterity are both 16 or better gaIn 10% to earned experience. While Archers may be of any alignrment, Archer-Rangers must be Good.
Archers can be human, elf, half-elf, or haif-orc, as well as some other humanoid races like half-Drow. Humanoids are limited in level as an Archer as follows: Orcs can become 3rd-level Archers, Gnolls can become 5th-level Archers, Hobgoblins can become 4th-level Archers. Kobolds, Goblins, Dwarves, Drow, Gnomes, Oompa Lloompas and Haiflings cannot become archers. Archer-Rangers can ONLY be human or half-elf (this excludes half-Drow). Any other player character race not mentioned above is limited to 8th level as an Archer. Archers and Archer-Rangers use an 8-sided die for hit point determination. At first level, two 8-sided dice are thrown, just as the Ranger class does. All Archers add 2 hit points per level after the 9th level.
Archer-Rangers may not multi-class. Archers may multi-class with Magic-User, Cleric, Druid or Thief. With regard to multi-class Clerics the preferred weapon of the deity must be a bow. Where Magic-User spell capability is shared by both classes spells must be obtained individually for each class. If obtained for one class it is not automatically available or interchangeable to the other. Spells available to be used / memorized must also be kept separate. For example, if a figure learns Magic Missile as a Magic-User they may only memorize it in a Magic-User spell slot. If the figure wants to memorize it in an Archer slot he must also obtain that spell as an Archer. The spell books are separate and distinct.
All Archers may use a wide selection of armor, but the use of any armor not classified as �non-bulky� will negate an Archer�s �to hit� bonuses. A shield can be carried, but obviously it must be set aside when arrows are fired. Archers have a great selection of weapons available, but this selection Is not as broad as that of a Fighter. They may use, In addition to their long/composite/great bow, the following weapons: swords of any type, dagger, axes of any type, a spear or javelin, darts, or scimitars. Archers rarely use blunt weapons like a mace, hammer or flail. Archers do not use pole arms except for the throwing spear. It is very rare for an archer to use a short bow or any type of crossbow. Archers gain no special bonuses to hit or damage from these missile weapons.
Archers and Archer-Rangers have the same saving throws as Fighters. They melee on the Fighter table. All Archers begin with three weapons, a bow is required. They may add one weapon every 3rd level. However, their non-proficiency penalty is -3. All Archers can make only one hand-to-hand melee attack per round through the 8th level. At the 9th level through 15th levels, they can strike three times in two rounds. They gain two attacks per round only at 16th level and higher. At 7th level and above all Archers can fire three arrows per round instead of just two. All Archers can employ those magical items usable by all classes plus many other items as well.
At 9th level, an Archer can establish a �freehold� just as a Fighter can (see Players Handbook, page 22). However, Archer-Rangers cannot build such a freehold (Players Handbook, page 25). The following applies only to Archer-Rangers. In melee, Archer-Rangers gain +1 to damage vs. the �giant class� just as Rangers do. Archer-Rangers are as stealthy as a Ranger. Archer-Rangers track like a Ranger does. Archer-Rangers attract a body of 2-24 followers just as a Ranger does. However, Archer-Rangers only gain Druidic spells, save for some very specific Magic-User spells outlined here�after for both Archer-Rangers and Archers. Druidic�speils are gained at the 8th level and follow the chart given for Rangers. Archer-Rangers do not gain any special advantage from non-written magic items pertaining to clairaudience, clairvoyance, ESP, and telepathy, such as a Ranger can. All Archers can learn some specific Magic-User spells, but to do this Intelligence must be 9 or higher. When the spell is to be taught by a Magic-User, the Archer must check to see if he/she can learn it, as if he/she were a M-U. Failure forever negates that particular spell. Archers cannot read spells from scrolls In any case, and neither can they pen their own spells. Archers may use particular spells beginning at the 7th level of ability. The number of spells usable and the list from which the Archer may choose changes as the Archer�s level Increases. Further, the number of spells in an Archers book is limited by the number listed as �usable�. At 7th level a figure can have 1 spell in their Archer book from the list provided. At 9th they can have 2 spells from each distinct achievable list. With 3 at 11th and 4 at 13th.
Level of Archer | #of Spells Usable | Available Spells |
7th-8th | 1 | Magic Missile, Shield |
9th-10th | 2 | Mirror Image, 1st level Rael�s spells plus above |
11th- 12th | 3 | Flame Arrow, Protection from Normal Missiles, 2nd level Rael�s spells plus above |
13th and up | 4 | Enchanted Weapon (bows & arrows only), 3rd level Rael�s spells plus above |
Bonus to hit/damage at the range given: | ||||||||
Archer Level | Point-blank | Short | Medium | Long | ||||
Hit | Dam | Hit | Dam | Hit | Dam | Hit | Dam | |
1 | +1 | |||||||
2 | +1 | +1 | ||||||
3 | +2 | +1 | +1 | |||||
4 | +2 | +2 | +1 | +1 | ||||
5 | +2 | +2 | +1 | +1 | ||||
6 | +2 | +2 | +2 | +1 | +1 | |||
7 | +2 | +2 | +2 | +1 | +1 | |||
8 | +2 | +2 | +2 | +2 | +1 | |||
9 | +2 | +2 | +2 | +2 | +1 | +1 | ||
10 | +3 | +2 | +2 | +2 | +1 | +1 | ||
11 | +3 | +2 | +2 | +2 | +2 | +1 | ||
12 | +3 | +3 | +2 | +2 | +2 | +1 | +1 | +1 |
13 | +3 | +3 | +2 | +2 | +2 | +2 | +1 | +1 |
14 and up | +3 | +3 | +3 | +3 | +2 | +2 | +2 | +1 |
Archers receive Bowyer and Fletcher skills for no cost. Archer-Rangers also receive Tracking and Wilderness Lore. The ranges used for attack purposes are determined by the bow type with these exceptions / changes : Point Blank is always 3 hexes, Short and Medium are determined by the bow type, Long is as defined by the weapon unless outdoors where the range is increased by 50% reflecting the Archers ability to use long arcing volleys.
Only Archers and Archer-Rangers who reach 8th level or above can craft arrows that can be magicked to become Arrows of Slaying. The magic must be accomplished by a Magic-User with the following spells: Enchant an Item, Wish and Trap the Soul. Fresh blood from the figure type to be slain must be available. Thus, it is virtually impossible to craft an arrow for use versus a unique character like Bahamut, Tiamat, any Deity, etc.
Only Archers and Archer-Rangers who reach 8th level or above can craft arrows that can be magicked to become Arrows of Slaying. The magic must be accomplished by a Magic-User with the following spells: Enchant an Item, Wish and Trap the Soul. Fresh blood from the figure type to be slain must be available. Thus, it is virtually impossible to craft an arrow for use versus a unique character like Bahamut, Tiamat, any Deity, etc.
Archer or Archer-Ranger Table | |||
Experience Points | Experience Level | Accumulated 8 sided | Level Title |
0-2,500 | 1 | 2 | Bowman (Bow-woman) |
2,500-5,000 | 2 | 3 | Master Bowman |
5,000-11,000 | 3 | 4 | Fletcher |
11,001-22,000 | 4 | 5 | Master Fletcher |
22,001-42,500 | 5 | 6 | Bowyer |
42,501-92,500 | 6 | 7 | Master Bowyer |
92,501-162,500 | 7 | 8 | Sharpshooter |
162,501-287,500 | 8 | 9 | Arrowsmyth |
287,501-512,500 | 9 | 10 | Archer |
512,501-850,000 | 10 | 10+2 | Archer Esquire |
850,001-1,187,500 | 11 | 10+4 | Archer Knight |
1,187,501-1,525,000 | 12 | 10+6 | Archer Lord |
1,525,001-1,862,500 | 13 | 10+8 | Archer Master |
1,862,501-2,200,000 | 14 | 10+10 | Archer Grandmaster |
340,000 experience points per level for each additional level beyond the 14th. Archers and Archer-Rangers gain 2 hit points per level after the 9th. |
It Is not uncommon for Archer-Rangers to have a double title, like Fletcher-Scout or Ranger-Archer. Note that the Ranger-class title is given first. Any individual might only state part of his/her title. Note that the experience points necessary for each level are the same for Archer or for Archer-Ranger.
This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.
Bob Senkewicz / Howell, New Jersey / senk@optonline.net