Prestige Class

Archers (Snipers)
      Archers are the human answers to the elven arcane archers, unlike the arcane archers these warriors don’t quite depend on magic to enhance their archery rather skills and rigid training. Technique are pass down from ancient lore making them mysterious as they are, yet they are mundane skills. Archers carries only small or tiny weapons since carrying bigger weapons and wearing armors heavier than light somehow hinder archery skills although some may use those larger weapons but they tend not to wear those around their body preferring to leave them on their horses  or companion( Archers loss their ability when carrying medium or larger weapons as well as medium or heavier armor). they are feared and rely on stealth to move in for the kill. They are very patient willing to hide and wait for their target for days just to gain the right position.

Requirement
Race: Any (preferably human or half human)
Alignment: Any
Base attack bonus: +6
Hide:8
Move Silently:8
Spot:8
Listen:8
Feats: Point Blank Shot, Precise Shot, Rapid Shot
Special: must not have any focus or improve critical hit with any melee weapons

Game Stats:
Race: Any
Alignment: Any
Hit Dice: d10
Weapons and Armor: Proficient in All range weapon simple martial and exotic
                                      Proficient in small simple and martial weapons
                                      Proficient in light armors
Skill Points: 4 + Intelligence Modifier
Class Skills: See Ranger
Eagle Eye: Archer have very keen eyes giving them advantages in sight.
                    - Spot + 1 + Archer Level
Master Bowyer / Fetcher: Archer are very good in making missile weapons and ammunitions. Craft(Range weapon and ammo) + ( 2x archer level)
Extreme Shot: Weapon Range x3
Called Shot: (1+wisdom modifier)x/day . Archer may shot exact spot to disable his opponent anyone hit with a called shot must make a reflex save DC:10 + ½ level archer + Wisdom modifier. If success he will only take normal damage but if he fails he automatically loss 1d6 of strength, 1d6 of dexterity and a –2 to attack rolls. Spell casters hit by such attack also suffer pain causing him to concentration = to the damage done by the arrow every round this penalty is cumulative.  Only when the arrow is remove will the penalty spot. Pulling the arrow will cause x3 the damage it did. But if someone with a healing skills may remove it without damaging the victim by making a healing check DC:15
Multiple Shots: An archer may use four as his multiple attack base for range weapons instead of 5. Ex. Sword +10/+5  Bow +10/+6/+2
Mounted Strafing: The Archer can ride at full speed while firing range weapons without penalty or Ride Checks
Footed Strafing: The Archer can run at full speed the same time as firing range weapons
Dead Eye: if an archer aims for 3 rounds without distraction he may fire a precise and deadly shot to a specific body parts as follows if he hits the ff. he must make a DC check as stated below. All Damage of a critical hit

Head	Throat 	Heart	Limbs	
Head shot: Death	Throat Slit: Death	Heart Shot: Death	Paralyzing Shot: once hit the target cannot move a specific limbs until arrow is remove. Removing the arrow need a healing check DC:20 failure or simply pulling it can do triple damage it have done 	

Note: The target makes a reflex check DC:10 +Archer Level + Dexterity modifier if he succeeds the effect doesn’t happen but he still suffer a critical hit damage  

Class Level	Base attack bonus	Fortitude	Reflex 	Will Power	Special	
1	+1	+2	0	0	Range weapon: Base Attack Bonus/Damage +1, Eagle Eye	
2	+2	+3	0	0	Master Bowyer / Fetcher	
3	+3	+3	+1	+1	Extreme Shot	
4	+4	+4	+1	+1	Range weapon: Base Attack Bonus/Damage +2	
5	+5	+4	+1	+1	Called shot	
6	+6	+5	+2	+2	Multiple Shot	
7	+7	+5	+2	+2	Range weapon: Base Attack Bonus/Damage +3	
8	+8	+6	+2	+2	Mounted Strafing	
9	+9	+6	+3	+3	Footed Strafing	
10	+10	+7	+3	+3	Range weapon: Base Attack Bonus/Damage +4, Dead Eye	
  
 Note: Since archers are so similar to rangers any ranger who manage to make it to this sub class may continue to gain all his ranger powers except for spells as he raise level.