Note The elven archer class can be adapted quickly to create many variants. The easiest way to do so involves simply altering or removing the racial requirement and re-flavoring the class accordingly. For example, swapping the “elf or half-elf ” racial requirement for “orc or half-orc” allows the class to function exactly as-is, but with an entirely different flavor—perhaps as the orcish skirmisher. Adding flavor text that describes orcish skirmishers as among the most disciplined of the orc race—and that emphasizes their love of discreetly picking off foes in forests—effectively creates a new class with the same abilities as an elven archer.

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

Race: Dwarves.

Alignment: Any, though a dwarven crossbowyer’s alignment typically matches his home community’s predominant alignment.

Hit Die: d8

Class Skills

The dwarven crossbowyer’s class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features

All of the following are class features of the dwarven crossbowyer.

Weapon and Armor Proficiency

A dwarven crossbowyer is proficient with all simple and martial weapons, with light and medium armor, and with bucklers.

Armor Piercer (Ex)

A dwarven crossbowyer regularly defends his underground home from some of the most dangerous predators in the world. When using a crossbow (of any sort) a dwarven 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 4 additional class levels, a dwarven 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 dwarven crossbowyer can apply this penalty to multiple aspects of the target’s AC. For example, if a 9th-level dwarven 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 dwarven crossbowyer must be within 60 ft. of the target creature.

Pack Mule (Ex)

Early in his career, a dwarven crossbowyer learns to better bear the burden of the gear and equipment he needs during long excursions away from home. 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 dwarven crossbowyer fares better than others. At 1st level, 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 5th level and every 5 levels thereafter, the reduction increases by a further +1 (+2 at 5th level, +3 at 10th, and so on).

Bonus Feat

A dwarven crossbowyer is a crossbow expert. At 2nd level, and every 3 levels thereafter, a dwarven crossbowyer receives a bonus feat in addition to those gained from normal advancement. The dwarven crossbowyer must meet all the prerequisites of the feat prior to selecting it. A dwarven crossbowyer may select these bonus feats from the below-listed combat feats with this class ability. For prerequisites, treat his dwarven crossbowyer level as his fighter level –3. For example, a 7th-level dwarven crossbowyer qualifies for Weapon Specialization because he treats his fighter level as 4th.

A dwarven crossbowyer may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. A dwarven crossbowyer must select a crossbow when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.

Preferred Environment (Ex)

When underground or in a structure made primarily from stone, a dwarven 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 dwarven crossbowyer may make Knowledge (dungeoneering) skill checks untrained. At 10th level, the bonus increases to +4, and at 17th level it increases to +6.

Precision (Ex)

Beginning at 4th level, a dwarven crossbowyer adds the indicated damage bonus to any shot he makes against a foe that is denied Dexterity to AC (whether the target already has a Dexterity bonus or not). This extra damage is 1d6 at 5th level. It only applies when a dwarven crossbowyer uses a crossbow while within 30 ft. of the target.

The extra damage increases by 1d6 every five dwarven-crossbowyer levels thereafter.

At 16th level, when a dwarven crossbowyer gains the ability to flank with the crossbow, this damage also applies to shots against flanked targets.

The dwarven crossbowyer must be able to see the target well enough to pick out a vital spot, and he must be able to reach such a spot. A dwarven crossbowyer cannot use precision while striking a creature with concealment.

Spell Casting