Archer class for Mystara
The Archer class appeared in the Dragon Magazine #451 along with the optional set of rules for missile fire for AD&D. While these rules are way too complex for the BECMI/RC ruleset, the class itself is quite interesting. Here are some highlights of the conversion that was done:
- Dropping the distinction between Archers and Archer-Rangers, let's keep the primary attributes of Strength and Dexterity, as well as the limitations of plate armor, though I decided to expand the allowed weapons list to crossbows.
- Experience Progression is nearly identical to the Magic-Users' one on lower levels, and since we drop some of the class features, we can safely use this progression all the way through.
- Hit Dice are the same as for Clerics. All other stuff (attacks, saving throws, etc.) as Fighters.
- Special Abilities are kept as is, but bonuses are lowered to keep with the overall BECMI/RC power level. Since we don't use the suggested missile weapon house rules, no "point-blank" bonuses are converted. Instead, a flat missile bonus is provided from the 4th level onward, increasing every three levels, up to +4 at 13th. "Crafting" abilities are kept unchanged.
- Limited spell casting for the intelligent Archers is also kept as is, but the spell list is changed to spells available in BECMI/RC and expanded with some thematic ones from the Tome of the Magic of Mystara: Volume 1 β Arcane Magic.2 Naturally, you can always expand it further with the appropriate set of spells of your choosing.
Archer Class
π NOTE: This character class is designed to be used with BECMI/Rules Cyclopedia3 or its free clone Dark Dungeons4, but could be quite easily ported to any other edition of your choice.
Class Ability Requirements:
Can Be Enhanced | Can Be Sacrificed | Min. Required | Experience Bonus |
---|---|---|---|
Strength | Intelligence | Strength 12 | Str 13+ or Dex 13+ = +5% |
Dexterity | Wisdom | Dexterity 12 | Str 13+ and Dex 13+ = +10% |
Equipment Restrictions: Weapons allowed β bows, crossbows, axes, daggers, javelins, spears, swords. Armor allowed β any, but the use of plate armor will negate Archer's missile bonuses; shields are allowed.
Experience Progression: As a Magic-User.
Hit Points: As a Cleric.
Attack Rolls: As a Fighter.
Saving Throws: As a Fighter.
General Skills: As a Fighter.
Weapon Mastery: As a Fighter.
Magical Items: All allowed to Fighters except equipment restrictions.
Special Abilities:
- Fighter Combat Options.
- A magic missile weapon and/or a magic missile operates at +1 in an Archerβs hands, over and above any magical bonus it may already have.
- When not wearing plate armor, Archer gains additional bonuses to hit and damage when using a well-made bow and well-crafted arrows.
Archer Level | 1-3 | 4-6 | 7-9 | 10-12 | 13+ |
---|---|---|---|---|---|
Archer Missile Bonus | +0 | +1 | +2 | +3 | +4 |
- 3rd Level: Archers can make missiles, assuming the proper raw material is obtained, crafting a dozen arrows in an 8-hour day.
- 5th Level: Archers can make a bow or a crossbow. This takes d6+8 days, assuming proper materials are at hand. A crude bow that is -2 to hit and from which the Archer gains no bonuses whatsoever can be crafted by an Archer in less than an hour.
- 7th Level: Archers with an Intelligence score of 9 or higher can learn some specific Magic-User spells, using the normal rules for spell research. Archers cannot read spells from scrolls in any case, and neither can they pen their own spells.
Archer Level | # of Spells Per Day | Allowed Spells |
---|---|---|
7-8 | 1 | Magic Missile, Shield, Unmissable Shot* |
9-10 | 2 | Camouflage*, Deflecting Shield*, Enchanted Weapon*, Sure Strike*, Mirror Image, plus above |
11-12 | 3 | Enchant Object*, Elemental Weapon*, Incendiary Darts*, Infravision, Protection From Normal Missiles, plus above |
13+ | 4 | Create Projectiles*, Exceptional Range*, plus above |
* Tome of the Magic of Mystara: Volume 1 β Arcane Magic

The first character of the Archer class β Xither the Wolfsbane, a young adventurer from Thyatis specializing in heavy crossbows.
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