Archer Class

Archer

5/2/3/0/0 - 60/40

Equipment

Boomerang, Gun, Crossbow, Bow, Light Armor, Shields

Bare

Strength: Heavy, Ranged, Accuracy 1, Critical 1
Blocking: No
Defenses: Light
Style: Physical
Bonus: Pick one set.

Set 1 Resist Poison 4, Added Status (20): Sap to Weapon abilities.
Set 2 Resist Curse 4, Added Effect (20): Delay 5 to Weapon abilities.
Set 3 Resist Sleep 4, Resist Debrave 4
Set 4 Resist Blind 2, +5 CoS to inflict status effects.

Techniques

Double Shot

AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
[W]D F[W]

The Archer quickly lets off two attacks, both of which target the same enemy and deal weapon damage with a x0.5 Power multiplier
CoS: 80

Barrage

AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Random
[W]D F[W] CT 21

The Archer quickly lets off four attacks, each attack targeting a random enemy and dealing weapon damage with a x0.5 Power multiplier
CoS: 80

Trigger Happy

AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
[W]D F[W] CT 35

The Archer quickly lets off a series of attacks, all focused on a single enemy and dealing weapon damage with a x0.5 Power multiplier. When Trigger Happy is used, roll a d6; the result is the amount of attacks made with that used of Trigger Happy.
CoS: 80

Aim

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 7

The Archer takes a moment to line up a shot, then fires dealing normal weapon damage, +1 additional die..
CoS: 90
Adjustment: +1 die per tier above 1.

Eagle Eye Shot

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 21

The Archer takes a moment to line up a shot, then fires dealing weapon damage with a x1.5 Power multiplier.
CoS: 90

Take Aim

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 28

The Archer takes a moment to line up a shot, then fires dealing normal weapon damage.
CoS: 255

Charge

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 7

The Archer carefully lines up a shot, before firing into his foe. Charge deals weapon damage with a +1 Power modifier and +1 additional die.
CoS: 80
Adjustment: +1 Power and +1 die per tier above 1.

Hyper Shot

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 28

The Archer takes a moment to line up a shot, then fires dealing weapon damage with a x2 Power multiplier.
CoS: 80

Arching Shot

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 7

The Archer takes a moment to line up a shot, then fires dealing normal weapon damage +1 additional die.. This attack innately has two ranks of Critical.
CoS: 80
Adjustment: +1 die per tier above 1.

Burst Shot

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 21

The Archer takes a moment to line up a shot, then fires dealing normal weapon damage. This attack innately has four ranks of Critical. If Burst Shot scores a critical hit, it deals +200% additional damage, rather than +100%. If the Archer's weapon deals additional damage rather than granting a bonus situational modifier with critical hits are scored, the bonus damage is granted a x2 power multiplier instead when a critical hit is scored with Burst Shot.

Sonic Boom

AP: 130
Type: Action
Technique, Weapon
Target: Group (Row)
[W]D F[W] CT 25

The Archer lets off a trained shot, slamming into one target with enough force that the shock wave damages any nearby foe as well. Sonic Boom deals normal weapon damage.
CoS: 80

Scatter Shot

AP: 130
Type: Action
Technique, Weapon
Target: Group
[W]+10D F[W] MP: 45

The Archer forgoes their normal emphasis on lining up a shot for precision and instead opts for speed, hoping to quickly disrupt his foes. Scatter Shot deals weapon damage with a x0.75 Power multiplier.
CoS: 80
Adjustment: +15 MP per tier above 1.

Desperado

AP: 130
Type: Action
Technique, Weapon
Target: Group
[W]D F[W] CT 35

The Archer takes a bit of time to gather enough ammunition, before letting off a whirlwind attack into the enemy group. Desperado deals normal weapon damage.
CoS: 80

Cheap Shot

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 48

The Archer takes a moment to line up a shot, careful to avoid the enemies more passive defenses. Cheap Shot deals piercing weapon damage and ignores the Protect enhancement.
CoS: 80
Adjustment: +16 MP per tier above 1.

Tableturner

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 45 CT 5

The Archer takes a moment to line up a shot, and rather than avoiding the armor on an enemy, seeks to exploit it. Tableturner deals normal weapon damage, and in addition if the monster has any ranks of Armor, they are added to the damage total, rather than subtracted from it.
CoS: 80
Adjustment: +15 MP per tier above 1.

Flashy Shot

AP: 130
Type: Action
Technique, Weapon, Status: Provoke
Target: Single
[W]D F[W] CT 10

The Archer lets off an overly flashy and showy attack, seeking to draw the attention of an enemy. Flashy Shot deals normal weapon damage, and Provokes (3) the enemy onto the Archer.
CoS: 80

Stealth Shot

AP: 100
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The Archer lets off a weak attack from a strange angle, seeking to unfocus the target's wrath. Stealth Shot deals weapon damage with a x0.75 Power multiplier, and also removes the Provoke status from the target. In addition, the target struck by Stealth Shot cannot target the Archer with any single target moves with its next action. (They can still be targeted by group moves, however)
CoS: 80

Leg Shot

AP: 130
Type: Action
Technique, Weapon, Status: Immobilize
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Shadowbind deals normal weapon damage, and has an additional 50% CoS to inflict Immobilize (4)
CoS: 80

Confuse Shot

AP: 130
Type: Action
Technique, Weapon, Status: Confuse
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Confuse Shot deals normal weapon damage, and has an additional 50% CoS to inflict Confuse (4)
CoS: 80

Blind Shot

AP: 130
Type: Action
Technique, Weapon, Status: Blind
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Blind Shot deals normal weapon damage, and has an additional 50% CoS to inflict Blind (4)
CoS: 80

Beso Toxico

AP: 130
Type: Action
Technique, Weapon, Status: Poison
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Beso Toxico deals normal weapon damage, and has an additional 50% CoS to inflict Poison (4)
CoS: 80

Armor Shot

AP: 130
Type: Action
Technique, Weapon, Status: Deprotect
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Armor Shot deals normal weapon damage, and has an additional 55% CoS to inflict Deprotect (4)
CoS: 80

Weapon Shot

AP: 130
Type: Action
Technique, Weapon, Status: Debrave
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the targets vital points before firing. Weapon Shot deals normal weapon damage, and has an additional 55% CoS to inflict Debrave (4)
CoS: 80

Shear

AP: 130
Type: Action
Technique, Weapon, Status: Deshell
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Shear deals normal weapon damage, and has an additional 55% CoS to inflict Deshell (4)
CoS: 80

Dulling Shot

AP: 130
Type: Action
Technique, Weapon, Status: Defaith
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the targets vital points before firing. Dulling Shot deals normal weapon damage, and has an additional 55% CoS to inflict Defaith (4)
CoS: 80

Silence Shot

AP: 130
Type: Action
Technique, Weapon, Status: Silence
Target: Single
[W]D F[W] CT 14

The Archer takes a moment to focus on the target's vital points before firing. Silence Shot deals normal weapon damage, and has an additional 40% CoS to inflict Silence (4)
CoS: 80

Arm Shot

AP: 130
Type: Action
Technique, Weapon, Status: Pain
Target: Single
[W]D F[W] CT 14

The Archer takes a moment to focus on the target's vital points before firing. Arm Shot deals normal weapon damage, and has an additional 40% CoS to inflict Pain (4)
CoS: 80

Stop Shot

AP: 130
Type: Action
Technique, Weapon, Status: Stop
Target: Single
[W]D F[W] CT 18

The Archer takes a moment to focus on the target's vital points before firing. Stop Shot deals normal weapon damage, and has an additional 40% CoS to inflict Stop (2)
CoS: 80

Vitals Shot

AP: 130
Type: Action
Technique, Weapon, Status: (As Result of Roll)
Target: Single
[W]D F[W] CT 10

The Archer takes a moment to focus on the target's vital points before firing. Vitals Shot deals normal weapon damage, and has an additional 60% CoS to inflict a random status effect (4) - roll a d10 to determine which.

1-3 Sap
4-5 Slow
6-7 Sleep
8-9 Evasion Down
10 Near-Fatal

CoS: 80

Death Sickle

AP: 135
Type: Action
Technique, Status: Condemn
Target: Single
50D F15 MP: 84

The precision-shot named "Death Sickle" seems at first to cause no injury, inflicting Condemn (4) to the target.
CoS: 70
Adjustment: +28 MP per tier above 1.

Oust

AP: 150
Type: Action
Technique, Effect: Eject
Target: Single
50D F15 MP: 111

With a quick warning shot, the Archer sends targets scampering away. Oust Ejects the target upon a hit.
CoS: 45
Adjustment: +37 MP per tier above 1.

Fire Shot

AP: 125
Type: Action
Technique, Weapon, Elemental: Fire
Target: Single
[W]D F[W] MP: 33

The Archer quickly lets off a fire fueled attack. Fire Shot deals normal weapon damage and is fire elemental.
CoS: 80
Adjustment: +11 MP per tier above 1.

Ice Shot

AP: 125
Type: Action
Technique, Weapon, Elemental: Ice
Target: Single
[W]D F[W] MP: 33

The Archer quickly lets off an ice fueled attack. Ice Shot deals normal weapon damage and is ice elemental.
CoS: 80
Adjustment: +11 MP per tier above 1.

Bolt Shot

AP: 125
Type: Action
Technique, Weapon, Elemental: Lightning
Target: Single
[W]D F[W] MP: 33

The Archer quickly lets off a lightning fueled attack. Bolt Shot deals normal weapon damage and is lightning elemental.
CoS: 80
Adjustment: +11 MP per tier above 1.

Cure Shot

AP: 130
Type: Action
Technique, Recovery
Target: Single
50D F15 MP: 51

The Archer quickly lets off an attack at key vital points, but rather than seeking to cripple, aims to restore. Cure Shot restores (10 x ATK+ 2d12) HP to the target.
CoS: 100
Adjustment: +17 MP, +5 Power and +1d12 per tier above 1.

Mindblow

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 7

The Archer concentrates for a moment, then lets off a nearly ethereal attack to the target's mana source. Mindblow deals normal weapon damage to the target's MP score, rather than HP.
CoS: 90

Sight Unseeing

AP: 125
Type: Action
Technique, Weapon
Target: Single
[W]+5D F[W]

Sight Unseeing is capable of targeting actors under the Vanish enhancement, and deals normal weapon damage. If the Archer is under the Blind status when Sight Unseeing is used, it will deal weapon damage with a x2.5 Power multiplier instead.
CoS: 80

Sidewinder

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 105

The Archer fires a curving attack that inflicts weapon damage. Against Beast, Insect, Dragon, Aquan, Plant and Aerial enemies, Sidewinder inflicts +50% damage. If Sidewinder inflicts its bonus damage and KOs an enemy, the Archer receives a bonus item - from one of the monster's Loot slots if Remodeling is in use, otherwise, from its Item slot. (This does not affect dropped items or items from other abilities.)
CoS: 80
Adjustment: +35 MP per tier above 1.

Aerial Killer

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT 21

After taking a moment to find the weak point on the foe, the Archer then lets loose a wild strike! If the target is an Aerial, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80

Quick Shot

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]-10D F[W]-5 MP: 60

The Archer lets off a blindingly fast attack, dealing normal weapon damage.
CoS: 80
Adjustment: +20 MP per tier above 1.

Boost

AP: 130
Type: Action
Technique, Stance
Target: Self
[W]-10D F[W]

The Archer momentarily stays his hand and waits for the most opportune time to strike. When Boost is used, the Archer enters a stance which ends the next time they hit with either a Basic Attack, Return Fire, or Enchanted Shot. This attack will gain a +100% situational damage modifier. (As implied, the effects of Boost continue even if you miss - at least until you finally hit)
CoS: 100

Sharpshoot

AP: 130
Type: Action
Technique, Enhancement: Accuracy Up & Critical Up
Target: Self
40D F20 MP: 60

The Archer takes a moment to fiddle with the sightings on their weapon and focus themselves. Sharpshot bestows both Accuracy Up and Critical Up (7) on the Archer.
CoS: 100
Adjustment: +20 MP per tier above 1.

Conceal

AP: 130
Type: Action
Technique, Stance
Target: Self
30D F30 MP: 30

Taking a quick glance around, the Archer fades from view, waiting to return with more optimal conditions. Until the Archer's next turn, he is considered to be off the battle field, and as such cannot be targeted by anything.
CoS: 100
Adjustment: +10 MP per tier above 1.

Magic

Enchanted Shot

AP: 130
Type: Action
Magic, Weapon
Target: Single
[W]-10D F[W]

The Archer focuses his magical energies into his weapon rather than drawing on physical ammunition before releasing an attack. Enchanted Shot deals weapon damage, but is calculated using the Archer's MAG score, rather than ATK, and also deals Magical damage rather than Physical.
CoS: 80

Empyreal Shot

AP: 130
Type: Action
Magic, Weapon
Target: Single
[W]-10D F[W] CT 14

The Archer focuses his magical energies into his weapon rather than drawing on physical ammunition before releasing an attack. Empyreal Shot deals weapon damage with a x1.5 Power multiplier, but is calculated using the Archer's MAG score, rather than ATK, and also deals Magical damage rather than Physical.
CoS: 80

Advice

AP: 130
Type: Action
Magic, Enhancement: Accuracy Up & Critical Up
Target: Single
40D F20 MP: 75

The Archer takes a bit of time to lecture a target on the best methods of attack, bestowing Accuracy Up (4) and Critical Up (4) upon them.
CoS: 100
Adjustment: +25 MP per tier above 1.

Quick Draw

AP: 130
Type: Action
Magic, Status: (As Result of Roll)
Target: Single
35D F15 MP: 30

Quick Draw inflicts a single random status effect (6). Roll a d6 to decide which before rolling CoS.

1 Slow
2 Deprotect
3 Deshell
4 Blind
5 Debrave
6 Defaith

CoS: 80
Adjustment: +10 MP per tier above 1.

Cupid

AP: 130
Type: Action
Magic, Status: Charm
Target: Single
50D F15 MP: 111

Playing the part of a cupid, the Archer delivers a shot to the target's heart. Mysteriously, Charm (6) is inflicted.
CoS: 70
Adjustment: +37 MP per tier above 1.

Supports

Velocity Shot

AP: 150
Type: Support

Equipment: When wielding a Crossbow, Gun or Bow, apply a x1.5 Power multiplier to its damage.
Bare: When your Strength deals Ranged damage, apply a x1.5 Power multiplier to its damage.
Remodeling: When wielding a Medium or Heavy weapon with the Ranged property, apply a x1.5 Power multiplier to its damage.

Alertness

AP: 50
Type: Support

The Archer cannot be caught off guard. Pre-emptive rounds cannot happen against the Archer's party.

Rapid Shot

AP: 100
Type: Support

Rapid Shot reduces the Charge Time of all of the Archer's abilities. Consult the table below, which shows the original CTs and the CTs the Archer uses after purchasing Rapid Shot.

- - - - - - - - - - - - - - - - - - - - - - - - - - -
Original CT 5 7 10 14 18 21 25 28 35
New CT 3 5 7 10 13 15 18 21 26

True Shot

AP: 100
Type: Support

Each weapon has a sweet spot, when it comes to firing range. The archer is particular adept at taking advantage of this distance, and gains a +25% situational modifier to all damage he deals when attacking from the proper distance.
Equipment: For Boomerangs and Guns this distance is a space of zero rows, when attacking from front row to front row. For Crossbows and Bows this distance is a space of one row, when attacking either from front row to back row, or back row to front row.
Bare: This distance is a space of one row, when attacking either from front row to back row, or back row to front row.
Remodeling: For weapons with Light Strength this distance is a space of zero rows, when attacking from front row to front row. For weapons with Medium and Heavy Strength this distance is a space of one row, when attacking either from front row to back row, or back row to front row.

Concentrate

AP: 100
Type: Support

Grants Accuracy 1 to the Archer automatically. Additionally, increase the CoS for any Added Status type effects that the Archer inflicts by 5.

Reactions

Arrow Guard

AP: 150
Type: Reaction

Target: Self
Trigger: Being hit by a ranged action that inflicts physical damage

The Archer instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 30

Return Fire

AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being missed by a ranged action that inflicts physical damage

Having been narrowly missed, the Archer fires off a quick counter-snipe attack. Return Fire inflicts weapon damage.
CoS: 70

Regenerator

AP: 150
Type: Reaction
Technique, Enhancement: Regen
Target: Self
Trigger: Being hit for damage by an ability.

The Archer receives Regen (4).
CoS: 40

Adrenaline Rush

AP: 150
Type: Reaction
Technique, Enhancement: Haste
Target: Self
Trigger: Being hit for damage by an ability.

The Archer receives Haste (4).
CoS: 40

Ability Grid

Seed_Archer_Class_Grid.png
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