It's actually surprising no one has done an archery sourcebook so far for the d20 system, particularly with the popularlity of Legalos from the film
Lord of the Rings now over a year old. Despite this, the D&D game has always had trouble allowing PC archers to emulate the heroic feats performed by Robin Hood or Legelos in the movies, given the existing game mechanics. Various houserules varient classes have been proposed for all editions of D&D, few have become popular enough to become a permanent part of the D&D rules.
Basically, there are three views on how to allow PCs to become specialist archers: (1) Create a new archer core class; (2) Modify the ranger class to become more of an archer-type (harkening back to 1e days); and (3) Allow fighters and other classes to specialize using existing 3rd edition feats, skills, prestige classes, and multiclassing options.
Thankfully, Ambient's latest work,
Three Arrows for the King provides players and DMs options for any one of the three above choices.
Three Arrows for the King is a 50-page PDF product (it is also available in a limited edition print run) priced at US$5.75. You get a color screen version and a b&w version for printing, and a third file that contains the covers, not included in the other two versions. While 50 pages for $5.75 may not seem like great value in the PDF market (Ambient's own
Crimson Contracts was $7.50 for 129 pages by comparison), however the screen version doens't contian the covers, has a one-page introduction, one page for the OGL, and 48 pages of game material. In other words, it's nearly wall-to-wall 'crunch'. I also liked the layout. Ambient used a landscape format, so that each page fits in the screen much better. I haven't bought more than 9-10 3e PDF products, but this is definitely the most convenient to read off the screen I've seen. You don't have to constantly scroll up and down to read the columns.
The interior artwork is black and white and predictably depicts different types of archers. The artwork was good but could have been more practically useful. For example, there could have been detailed illustrations of different types of bows and arrows, particularly in the equipment section.
SUMMARY
As mentioned earlier, the work starts with a one page introduction summarizing the history of archery. I thought this chapter was a bit of a disappointment. The text goes from stating the obvious ([a crossbow]
fires missiles (known as bolts, effectively shorter arrows)) to mentioning some interesting facts with no follow-up detail. I would have liked to see more discussion in to the development of bows themselves, on the different types (English longbow, Mongol/turkish bow, crossbow) and why they were effective. The chapter could have been a bit longer and contained a lot more useful information for the reader. On the other hand, at only one page it doesn't seriously affect the quality of the whole work.
The next chapter provides what will be the core interest for many readers, the new character classes. Two are provided, an archer and an archer-ranger (which he calls a ranger varient). Both have d8 hit dice and a cleric's BAB and employ a concept the author calls 'primary weapon.' The archer and archer-ranger choose a type of bow or a sling. Basically, with their chosen weapon, they end up with a +1 to hit compared with a standard fighter. Archers are also allowed to choose an extra 'archery feat' every 4 levels from a list of feats detailed in the book. As archers progress they get a few other specials abilities as well, such as automatic point-blank shot feat, an ability called 'improved point-blank shot', and an ability called 'long distance accuracy'. Also, archers may choose the weapon specialization feat for their primary weapon. All in all, archers can become pretty specialized.
Archer-rangers, in addition to what is noted above, cast spells as normal rangers. They don't get nearly as many bonus feats and abilities as archers, however. Overall the class is very much a return to the 1e ranger, with archery skills in lieu of two-weapon fighting.
Overall, the classes seem fairly balanced. I'm not sure, however, if the two classes receive fair compensation for having d8 hit dice, compared with standard fighters and rangers. However, I do like the classes and would like to introduce them into my game. Thankfully, however, the most of the remainder of this book can used without implementing either of these classes.
Chapter two is quite short and contians character 'backgrounds' and 'paths'. The seven character backgrounds hark back to the kits of second edition and provide different roles an archer or archer ranger could play, such as a tribal archer, a hunter, an outlaw, and a crossbowman. Each path has a game-rule bonus and penalty associated with it. They are a fine way for a player to further define their class archetype. The character paths are an idea from the
Hero Builder's Guidebook. Two are presented. Basically, a sample multiclassing delevelpment path is presented. The first is the Urban Hunter, a rogue/archer-ranger which attains the bounty hunter prestige class, unfortunately detailed in a separate work,
Librum Equitis, though the minimum information is provided here. The second is the dwarven Warren Guard, an archer/fighter/dwarven defender.
Chapter three offers the obligitary prestige classes--eight of them, plus a legendary class (basically a PrC which is very difficult to qualify for). They are:
- Bloodhunter--An archer specialist and master bowyer/fletcher who uses their own masterwork bow with deadly precision.
- Bone Archer--A sort of necomatic craftsman who manufactures bone arrows and imbues them with negative energy and magic-like powers.
- Divine Huntsman--Sort of a druid version of a paladin, which can cast divine spells.
- Elven TreeHunter--a slightly inappropriately named PrC which doen't hunt trees but cares for them, and has extrodinary abilities to fight within forests.
- Master of Intuitive Archery--a master of a martial arts school which grants archery-based ki powers.
- Military Archer--a soldier-archer designed to be attained by a non-fighter (a warrior NPC, a rogue, etc.).
- Siege Artillerist--self explanitory.
- Sniper--a guerrilla and tactical archery expert.
- Legendary SharpShooter--A 5-level high-powered PrC which gains a legendary ability each level, such as Perfect Vision (+4 Spot checks & +2/level search checks) or Incredible Range (+30 ft/level range). A legendary sharpshooter may opt to increase their dexterity or wisdom as well.
Of these, I found the bone archer and the bloodhunter to be the most interesting and original. The bone archer's Bone Fletchling ability to craft bone arrows is very intruiging and given extensive detail. I would have liked there to be prestige classes oriented around halflings, and perhaps gnomes and orcs.
Chapter four lists 27 feats as well as a new skill--trickshooting. Thankfully, all the feats are compiled on one table. Though many are meant to be chosen by archers as one of their 'archery feats', they can be taken by most classes. I'll list a few examples below:
- Friendly Fire--grants ability to shoot with no risk of hitting your allies
- Exotic Arrow Proficiency--grants proficiency with exotic arrows detailed later in the book
- Master Mounted Archer--reduces mounted archery penalties
- Reactive Shot--grants ability to attack with crossbow when surprised
This chapter certainly provides an extensive choice of archery-related feats. The good thing is you can use these feats to create quite specialized archers even if you don't opt for the two new core classes. I would have liked this chapter to give a description of the bowyer/fletcher skill.
Chapter five offers new non-magical archery equipment, mostly new weapons. Nine exotic arrows are introduced, such as a gas arrow or a whisling arrow. A few other exotic weapons are presented. I liked the dwarven axebow, a crossbow mounted on an axe. As with the chapter on PrCs, I would have liked to see some exotic weapons specific to races other than dwarves and elves.
The part of this chapter I liked the most detailed bows and crossbows of both large and small sizes. The concept was simple (range, damage, etc. are increased or decreased proportionally) but the sizes range from diminuitive to colossal (giant-sized). This is very useful game information for DMs who what their giants to wield bows.
Chapter six then moves into an archer's magical items. The 25 named magic bows (some of which are cursed) and 14 named magic arrows each have a story attached to them detialing their origin and purpose. They are great if you like your magic items to have some uniqueness to them. A few other types of magic items are detailed, including an item resurrected from 1st edition--the
staff of missiles.
Finally, chapter seven provides a short assortment of new spells appropriate for rangers and spellcasting archers.
CONCLUSION
I can't empasize enough how packed this product is with crunch. Nearly every chapter seemed to be overflowing with game information. With this product, players and DMs are given a wealth of options and flexibility in expanding the role of archery in their campaign. You are able to pretty much pick and choose what you like, though I found nearly all of it to my liking. I firmly believe this product surpasses all previously published attempts to bring archers into D&D campaigns.
What didn't I like about the book? I've mentioned about everything above, and all the points are minor and need not be repeated here. My single reservation to those considering whether or not to buy
Three Arrows is that some may perfer to wait until the 3.5 editon rulebooks are released, which will revise the ranger class and, as rumors suggest, will offer rangers an archery-style option and perhaps make this product's archer-ranger class irrelavent. However, there's so much information in this product that that's a minor point, really.