Base Class: Archery Assassin
There are those who focus on stealth, and those who focus on finesse. The Archery Assassin is a mix of both. Up close, he is the most basic of fighters. But give him range, and he is as deadly as the highest trained fighters. He has no skill in spellcraft, because instead he has complete focus on his archery, and moving stealthily and silently through whatever terrain he is given.
Adventures: Archery Assassins often work as part of a party, though they are rarely close to members of that party. When an Archery Assassin takes a job, they will often contract with an adventuring party to take them to the area they need, serving as Ranger or Scout for them outside of their own work.
Characteristics: An accomplished hunter and ranged fighter, the Archery Assassin is uncomfortable anywhere he is boxed in, or does not have room to fight comfortably. He is fine in the wilderness, and uses his training to defend wherever he chooses to take up residence. Because of his not-so-nice profession, he often finds himself as a loner in society, unwilling to get close to anyone who may find out about his job, or, worse, become a target. However, he is fiercely loyal to any who are able to earn his trust.
Alignment: Archery Assassins can be any alignment, although Lawful Good is extremely rare, to the point that there are no known examples. Most Archery Assassins are closer to Chaotic on the scale, picking and choosing jobs on their whims.
Religion: There is no particular deity that Archery Assassins proscribe to, and it is not uncommon for them to not follow any deity at all. Those that do choose to follow a deity often lean towards Xan Yae (Good or Neutral), Nerull (Evil), or a racial deity. If the rare Lawful Good Archery Assassin chooses a deity, they usually lean toward Heironeous.
Background: There's seemingly no common factor between those who choose to become Archery Assassins. Often, those on the Good and Neutral side of things have had a traumatic experience in their past that has lead to their distaste at "traditional" justice systems. Other times, they simply wish to make a difference in things, vigilante-style. Evil Archery Assassins, on the other hand, do the work for various reasons, and often commit the acts that cause their opposite-alignment counterparts to take up the class.
Rarely will they get training from other Archery Assassins. Rangers and rogues are common teachers, and then they hone their skills further independently.
Races: Humans and Halflings are the most common races that choose Archery Assassins, although Gnomes are not unheard of. Elves are uncommon, and generally only Drow or Half-Elves choose the class. Rarely will you see a Dwarf or Half-Orc Archery Assassin, as they are not known for the finesse and agility the class requires.
Classes: Archery Assassins are most comfortable around Rangers, Rogues, and Scouts. When traveling with a party, they also prefer to have Fighters, so that they are never forced into melee combat. Given their lack of spellcasting abilities, they have no interest (positive or negative) in Sorcerers or Wizards. They can appreciate the Druid's association with nature, and generally feel that a Barbarian is too loud for them.
Game Rule Information
Archery Assassins have the following game statistics.
Abilities: Dexterity is the most important ability to an Archery Assassin, because of their heavy focus on ranged attacks. Strength is only important if they may be caught in melee fighting. Because several of their skills, as well as their AC bonus, are based on Wisdom, that is important as well.
Alignment: Any, although they tend more toward Chaotic and/or Evil
Hit Die: d6
Class Skills
The Archery Assassin's class skills (and the key ability for each skill) are
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
All of the following are class features of the Archery Assassin.
Weapon and Armor Proficiency: Archery Assassins are highly trained in ranged weapons, to the point where their melee skills have suffered. They are proficient in all simple weapons, as well as ranged martial weapons, and the following exotic weapons: hand crossbow, shuriken, and siangham. Because they need to move silently, they are proficient with light armor only, and no shields. Note that some skills receive armor check penalties for armor heavier than leather.
Precision Archery: If an Archery Assassin can catch an opponent when she is unaware of his presence, or unable to defend herself effectively from his attack, he can strike a vital spot for extra damage with a ranged weapon. Basically, any time the Archery Assassin's target would be denied her Dexterity bonus to AC (whether she actually has a bonus or not), the Archery Assassin's attack deals extra damage. The extra damage is +1d6 at 1st level, and an additional 1d6 every two levels thereafter. Should the Archery Assassin score a critical hit with a Precision Archery attack, this extra damage is not multiplied.
The 1d6 damage only applies to ranged attacks within 30 feet. If using a composite bow or a crossbow, the target can be within 50 feet, although the bonus damage is 1d4 instead of 1d6 if over 30 feet.
An Archery Assassin can only hit with Precision Archery against a living creature with a discernible anatomy - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to Precision Archery. The Archery Assassin must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Archery Assassin cannot use Precision Archery against a creature with concealment, or striking the limbs of a creature whose vitals are beyond reach.
Bonus Feats: At first level, and then every 5th level (5, 10, 15, 20), the Archery Assassin gains a bonus feat, which must be selected from the following list:
Agile, Alertness, Athletic, Blind-Fight, Brachaition, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus
Rapid Shot: At second level, an Archery Assassin is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
Poison Use: At third level, an Archery Assassin never risks accidentally poisoning himself when applying poison to a weapon.
Trackless Step: Beginning at third level, an Archery Assassin cannot be tracked in natural surroundings.
Uncanny Dodge: Starting at fourth level, the Archery Assassin gains the extraordinary ability to react to ranged danger before his senses would normally allow him to do so. At fourth level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker (he still loses his Dexterity bonus to AC if immobilized).
Flawless Stride: Starting at sixth level, an Archery Assassin can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
An Archery Assassin loses this benefit when carrying a medium or heavy load.
Manyshot: At seventh level, an Archery Assassin is treated as having the Manyshot feat, even if he does not have the normal prerequisites for the feat.
Improved Poison Use: Starting at eighth level, an Archery Assassin can apply poison to a weapon as a move action (normally, applying a poison is a standard action, like applying an oil).
Opportunist: Starting at ninth level, once per round, the Archery Assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Archery Assassin's attack of opportunity for that round. Even an Archery Assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Improved Precise Shot: At eleventh level, an Archery Assassin is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for the feat.
Camouflage: An Archery Assassin of thirteenth level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Skill Master: At sixteenth level, the Archery Assassin selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, the Archery Assassin may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions.
Hide in Plain Sight: While in any sort of natural terrain, an Archery Assassin of seventeenth level or higher can use the Hide skill even while being observed.
Defensive Roll: Starting at nineteenth level, the Archery Assassin can roll with a potentially lethal blow to take less damage from it. Once per day, when an Archery Assassin would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the Archery Assassin can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful, he takes only half damage from the blow. He must be aware of the attack and able to react to it in order to execute his defensive roll - if he is denied his Dexterity bonus to AC, or is in a location where it would be impossible, he can't roll.
The Archery Assassin uses the same stat (Base Attack and Fort/Ref/Will Saves) chart as the Rogue.
[This class is primarily a mix between the 3.5 Ranger's ranged skills and the Ninja and Scout's movement skills, with a bit of Rogue thrown in. Most of the skills and abilities are focused on quick and stealthy movement, and ranged damage bonuses.]