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Location: Games » Baldur's Gate 2 » Walkthroughs & Guides
Archer
In
short: Archers are Rangers that have specialized in combat with
the bow. They gain bonuses to hit and to damage, which depend on the Archer's
level and range from the target. They also gain an additional +1 to hit
and to damage above the intrinsic bonuses of magic bows and arrows. Wearing
plate armor negates all these bonuses. These bonuses do not apply to crossbows.
At 7th level, Archers can fire three arrows per round instead of two.
They can cast the following spells (spell choices are in brackets with
the higher levels including the ones listed for the lower levels): one
spell at 7th-8th level (Magic Missile or Shield), two at 9th-10th (Strength,
Mirror Image), three at 11th-12th (Flame Arrow, Protection from Normal
Missiles), and four at 13th and above level.
Because of their specialized training, fewer weapons are available to
Archers to become proficient with.
Requirements:
Strength: 15, Dexterity: 15, Intelligence: 6, Wisdom: 6, Charisma:
6, Constitution: 9
Archer-Rangers
require even higher intelligence, wisdom, and constitution - a minimum
of 14 in each. Archers and Archer-Rangers whose strength and dexterity
are both 16 or better gain an additional 10% to earned experience.
While
Archers may be of any alignment, Archer-Rangers must be of any good alignment,
just as Rangers.
Archers
can be human, elf, half-elf, half-orc, as well as some other races. Humanoids
are limited in level as an Archer as follows: Orcs can become 3rd-level
Archers, hobgoblins can become 4th-level Archers, and gnolls
may advance as high as 5th-level Archers. Kobolds, goblins,
dwarves, gnomes, and halflings cannot become Archers. Only humans and
half-elves can become Archer-Rangers.
Archers
and Archer-Rangers use 8-sided dice for figuring hit points. At first
level, two eight-sided dice are rolled, just as for the Ranger class.
All Archer-classes add two hit points per level after the ninth.
Armor/Equipment:
All Archers may use a wide selection of armors, but the use of plate armor
will negate an Archer's "to-hit" bonuses, and thus an Archer will almost
always decline to use this type of armor. A shield may be carried, but
obviously it must be set aside when arrows are to be fired.
Archers
have a great selection of weapons available, but this selection is not
as great as that of a fighter. They may use, in addition to their bow,
the following weapons: swords of any type, daggers/knives of any type,
axes of any type, spear or javelin, darts, or scimitar. Archers rarely
use blunt weapons in the mace/hammer category. 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, as Archers gain no bonuses to-hit
or damage when using either of these weapons.
Archers
and Archer-Rangers have the same saving throws as fighters, and they attack
from the same tables. All Archers begin with two weapons: a bow, and almost
always some type of sword. Thereafter, they add one weapon for every three
levels gained. However, their non-proficiency level is -3, not -2.
All
Archers make attacks at 1/1 through the 8th level. At the 9th
through 15th levels, they attack at 3/2. At 16th
level and higher, they get 2/2. At 7th level and above, Archers
fire arrows at 3/1 instead of just 2/1. All Archers employ those magic
items usable by all classes, plus many other items as well. A magic bow/arrow
operates at +1 (To-hit and damage. -- ED.) in any Archer's hands, over
and above any bonuses the Archer already has. However, elven Archers do
not gain this +1 because of their smaller than human size. (The DM may
choose to ignore this rule for elves 5'10"/160 lbs. and up. -- ED.)
At
ninth level, an Archer can establish a freehold, just as a fighter can.
(Player's Handbook, pg. 22. -- ED.) However, Archer-Rangers cannot build
such a freehold. (Player's Handbook, pg. 25 -- ED.)
The
following applies only to Archer-Rangers. In melee, Archer-Rangers gain
+1/level damage vs. "giant class" creatures, just as Rangers do. An Archer-Ranger
is as stealthy as a Ranger, and is able to track just like a Ranger does.
An Archer-Ranger attracts a body of 2-24 (2d12) followers, just as a Ranger
does. However, Archer-Rangers gain only druid spells, except for some
very specific magic-user spells (outlined below) for both Archers and
Archer-Rangers. Druid spells are gained at 8th level, and follow
the charts given for Rangers. An Archer-Ranger does not gain any special
advantage from non-written magic items pertaining to clairaudience, clairvoyance,
ESP, and telepathy, such as a Ranger can do.
All
Archers can learn some magic-user spells, but to do this, intelligence
must be of 9 or better. When the spell is to be taught by a magic-user
to the Archer, the Archer must make a check to see if he can learn it,
just as a magic-user must. Failure to succeed on this check forever negates
any chance of learning that particular spell. Archers cannot read spells
from scrolls in any case, and they can never learn to write their own
scrolls.
Archers
may use certain spells, beginning at the 7th level of ability.
The number of spells usable and the list from which the Archer may choose
from changes as the Archer's level increases:
|
Level
|
#
gained
|
Possible
spell list
|
|
7th-8th
|
one
|
Magic
Missile, Shield
|
|
9th-10th
|
two
|
Strength,
Mirror Image, plus above
|
|
11th-12th
|
three
|
Flame
Arrow, Prot. vs. Normal Missiles, plus above
|
|
13th
and up
|
four
|
Enchanted
Weapon (bows and arrows only), plus above
|
I suggest
using some of the spells out of the other books [such as Unearthed Arcanum]
such as Flaming Sphere, Melf's Acid Arrow, and Melf's Minute Meteors.
At
3rd level, any Archer can make arrows for his bow, assuming
the proper raw material is at hand. The Archer can craft up to 12 arrows
in an 8-hour day. At 5th level, any Archer can make a long,
composite, or great bow. This process takes 9-15 (d6+8) days, and assumes
raw materials are on hand. A crude bow that is -2 to-hit and from which
the Archer gains no bonuses can be crafted by an Archer in less than an
hour.
An
Archer's major attribute is an enhanced ability to-hit and damage with
bow and arrow. This bonus applies only if the Archer is not wearing any
"plate" type armor. The bow and arrow must be well-crafted. The bonus
applies to any human-sized target, and relative motion of Archer and target.
Bonuses to-hit and damage are awarded at each level gained by the Archer.
Remember, also, that a +1 bow is +2 in an Archer's hands, over and above
any bonuses given in this article. The same "extra +1" is true for arrows.
Archers
use the range of "point-blank" in addition to the normal ranges. For an
Archer, point-blank range is 10-50 feet. Other ranges remain the same.
Note: These bonuses are only for non-exceptionally strong characters.
They use another table in-addition to this one, both of which are given
hereafter.
No
matter how well an Archer is capable of shooting, a roll of 1 on the to-hit
die is always a miss (normal missile firing troops miss on a 1 or a 2).
All
Archers, and optionally any trained figure with a long, composite, or
great bow can also do extra damage and gain greater accuracy through the
use of physical strength. This can only be done by the use of specially
made bows and arrows with a greater "pull". Short bows and any type of
crossbow can never be used for this purpose. Such a bow must be crafted
by an Archer, Archer-Ranger, or an elven bowmaker of at least 6th
level as an Archer or fighter. Proper "long arrows" must be crafted by
an Archer, Archer-Ranger, or elven fletcher of at least 4th
level. Ordinary fletchers can only make normal arrows.
Bonus
to-hit/damage at given ranges
|
Archer
|
Point-Blank
|
Short
|
Medium
|
Long
|
|
Level
|
Hit
|
Dam.
|
Hit
|
Dam.
|
Hit
|
Dam.
|
Hit
|
Dam.
|
|
1
|
+1
|
|
|
|
|
|
|
|
|
2
|
+1
|
+1
|
+1
|
|
|
|
|
|
|
3
|
+2
|
+1
|
+1
|
+1
|
|
|
|
|
|
4
|
+2
|
+2
|
+1
|
+1
|
+1
|
|
|
|
|
5
|
+3
|
+2
|
+2
|
+1
|
+1
|
+1
|
|
|
|
6
|
+3
|
+3
|
+2
|
+2
|
+1
|
+1
|
+1
|
|
|
7
|
+4
|
+3
|
+3
|
+2
|
+2
|
+1
|
+1
|
|
|
8
|
+4
|
+4
|
+3
|
+3
|
+2
|
+2
|
+1
|
+1
|
|
9
|
+5
|
+4
|
+4
|
+3
|
+3
|
+2
|
+2
|
+1
|
|
10
|
+5
|
+5
|
+4
|
+4
|
+3
|
+3
|
+2
|
+2
|
|
11
|
+6
|
+5
|
+5
|
+4
|
+4
|
+3
|
+2
|
+2
|
|
12
|
+6
|
+6
|
+5
|
+5
|
+4
|
+4
|
+3
|
+2
|
|
13
|
+7
|
+6
|
+6
|
+5
|
+5
|
+4
|
+3
|
+2
|
|
14
and up
|
+7
|
+7
|
+6
|
+6
|
+5
|
+5
|
+3
|
+3
|
The strength
bonuses apply only to point-blank and short ranges. Full strength bonuses
apply as given in the Player's Handbook will apply: +3 to-hit and +6 damage
are the maximum bonuses allowed due to strength. Girdles of Strength will
not provide a further bonus for this purpose. At short range, the bonus
to-hit and damage due to strength is halved from the amount of the bonus
at point-blank range. Fractions are dropped. This bonus for strength is
in addition to an Archer's bonuses for level skill.
The
strength of an Archer or Archer-Ranger may also allow for an expansion
of the long range of a bow. Only specially made bows will give greater
range. Only the top end of the long range category is expanded. Given
below are the ranges for each type of bow allowed to an Archer, Archer-Ranger,
or strong fighter, according to the strength of the player character.
Remember, the bow and arrows must be special.
All
ranges in feet.
|
Strength
|
Point-blank
|
Short
|
Medium
|
Long
Composite
|
Long
Bow
|
Great
Bow
|
|
9-15
|
10-50
|
51-210
|
211-420
|
421-630
|
421-630
|
421-630
|
|
16
|
|
|
|
421-630
|
421-640
|
421-630
|
|
17
|
|
|
|
421-640
|
421-650
|
421-640
|
|
18
01-50
|
|
|
|
421-650
|
421-670
|
421-660
|
|
18
51-75
|
|
|
|
421-650
|
421-680
|
421-660
|
|
18
76-90
|
|
|
|
421-660
|
421-690
|
421-660
|
|
18
91-99
|
|
|
|
421-660
|
421-700
|
421-660
|
|
18
00 and up
|
|
|
|
421-670
|
421-720
|
421-660
|
Only
Archers and Archer-Rangers who reach the 8th level (or above)
can craft arrows that can later 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 on hand.
Archer/Archer-Ranger
Experience Table
|
Experience
Point
|
Experience
Level
|
HD
(D8)
|
Level
Title
|
|
0-2500
|
1
|
2
|
Bowman
|
|
2501-5000
|
2
|
3
|
Master
Bowman
|
|
5001-11,000
|
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
|
Arrowsmith
|
|
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
|
14+
|
+2
|
|
It is not
uncommon for Archer-Rangers to have a double title, such as Fletcher-Scout,
or Ranger-Archer. Note that the Ranger class is given first. Any individual
might only state part of his title. Note that the experience points necessary
for each level are off the same table for either an Archer or an Archer-Ranger.
Source:
Great Classes & Kits Netbook
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