Archer/Underground Crossbowyer

# Underground Crossbowyer

Underground crossbowyers battle the vilest creatures—often in underworld tunnels, far from their homes—in defense of their clans. Their great skills with crossbows make underground crossbowyers deadly hunters of the dark aberrations and depraved humanoids that otherwise would destroy everything their clans have built.

Available only to Dwarf, Elvaan, Guado, and Kobold archers.

## ***Archetype Feature Replacements:***

**1st** – Weapon Proficiencies, Aim. **2nd** – Hawkeye. **4th** – Expert Archer. **5th** – Called Shot. **9th** – Safe Shot. **11th** – Improved Evasion. **13th** – Take Aim. **19th** – Aim Mastery.

## Weapon Proficiencies

Underground crossbowyers are proficient with all simple weapons and all non-exotic crossbows.

This ability replaces the archer’s weapon proficiencies.

## Armor Piercer (Ex)

At 1st level, a underground crossbowyer regularly defends his underground home from some of the most dangerous predators in the world. When using a crossbow (of any sort), a underground crossbowyer reduces the armor, shield, or natural armor bonus of his target by 1. This ability cannot reduce the target’s modifier below 0. For every four archer levels after 1st, a underground crossbowyer can reduce the armor, shield, or natural armor bonus of his target by an additional –1. (For example, –2 to armor, shield, or natural armor at 5th level, –3 at 9th level, and so on.) A underground crossbowyer can apply this penalty to multiple aspects of the target’s AC. For example, if a 9th-level underground crossbowyer attacks a creature with a +1 armor bonus and a +2 natural armor bonus, he can negate both bonuses completely. In order to use this ability, the underground crossbowyer must be within 60 feet of the target creature.

This ability replaces aim and take aim.

## Pack Mule (Ex)

Early in his career, a underground crossbowyer learns to better bear the burden of the gear and equipment he needs during long excursions away from home. At 2nd level, he gains a +2 bonus to his Strength score for the purposes of determining carrying capacity. At 10th level, this bonus increases to +4. In addition, even when bearing a large load or burdened by weighty armor, the underground crossbowyer fares better than others. In addition, he reduces his armor-check penalty by 1 when the penalty is caused by armor or by carrying a medium or heavy load. This ability never reduces the armor-check penalty below 0. At 6th level and every four archer levels thereafter, the reduction increases by a further +1 (+2 at 6th level, +3 at 10th, and so on).

This ability replaces hawkeye.

## Expert Crossbowyer (Ex)

At 4th level, a underground crossbowyer gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 for every four levels beyond 4th.

This ability replaces expert archer.

## Preferred Environment (Ex)

At 5th level, when underground or in a structure made primarily from stone, a underground crossbowyer feels at home. He gains a +2 bonus on Acrobatics, Climb, Knowledge (dungeoneering), Perception, and Survival checks. He also gains a +2 bonus on weapon attack and damage rolls. A underground crossbowyer may make Knowledge (dungeoneering) skill checks untrained. At 10th level, the bonus increases to +4, at 15th level it increases to +6, and at 20th level it increases to +8.

This ability replaces called shot.

## Camouflage (Ex)

At 6th level, a underground crossbowyer may use the Stealth skill to hide in any stone environment—including within structures made primarily of stone—even if he does not have cover or concealment. In addition, while traveling through natural stone environments, a underground crossbowyer does not suffer any armor-check penalty or encumbrance penalty to the Stealth skill. In addition, a underground crossbowyer cannot be tracked through such an environment unless he explicitly decides to leave a trail.

This ability replaces fast movement.

## Quick Bolt Exchange (Ex)

At 7th level, a underground crossbowyer is adept at exchanging the bolts in his possession as well as in his weapons. The underground crossbowyer gains the Rapid Reload feat as a bonus feat for a crossbow of his choice. If the underground crossbowyer already has Rapid Reload, he instead reduces the action required to reload his type of crossbow selected by 1 more step (full-round > standard > move > free). When combined with Rapid Reload a heavy crossbow takes a free action to reload and no longer provokes attacks of opportunity.

This ability replaces uncanny dodge.

## Close Combat Shot (Ex)

Beginning at 9th level, a underground crossbowyer no longer provokes attacks of opportunity when making a ranged attack with his crossbow. When making other ranged attacks, such as throwing a dagger, a underground crossbowyer provokes as normal.

This ability replaces safe shot.

## Meteor Shot (Ex)

At 11th level, as a standard action, a underground crossbowyer can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The underground crossbowyer must decide which maneuver to attempt before making his attack roll.

This ability replaces improved evasion.

## Armor Piercing Mastery (Ex)

At 19th level, the underground crossbowyer becomes a master at capturing or killing targets whose armor he can pierce. As a standard action, he can make a single ranged attack with a crossbow against a target within 60 feet at his full base attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude save (DC 10 + half of the archer’s level + his Dexterity modifier) or suffer the additional effect. Whether or not the target succeeds, it cannot be targeted by this ability again (by any underground crossbowyer) for 24 hours.

This ability modifies and replaces aim mastery.