FF Archer
Overview
Archers are a support role that assists their party members either through sustained damage, buffs from songs or animal aid. Their primary weapon is the Bow. Though others can wield bows they are the only class that can wield Great Bows.
Base Stat Modifiers
HP: 2d8+10
Strength: Normal
Vitality: Normal
Potency: Normal
Spirit: Plus
Speed: Normal
Intellect: Minus
Hit: Normal
Magic: Normal
Bow Weapon Training
Archer's start off with Bow Weapon Training.
Archer Tier 1 Training List
Name Cost Prerequisite
Strength +5 500
Vitality +5 500
Potency: +5 500
Spirit +5 250
Speed +5 500
Intellect +5 750
Hit +5 500
Magic: +5 500
Evasion +1 500
Luck +1 500
Acrobatics 250
Aim 200
Awareness 150
Bloodletter 200
Charm 150
Climb 100
Dagger Training 100
Heavy Shot 200
HP Up 250
Leg Graze 250
Move Quietly 200
Quick Fire 200
Second Wind 150
Shortsword Training 150
Straight Shot 150
Throwing Knife Training 150
Venomous Shot 200
Note: The Stat increases can be taken up to three times each.
Note2: You can take HP Up up to ten times.
Archer Tier 2 Training List
This unlocks after you have spent 2500xp in Archer Tier 1 Training.
Name Cost Prerequisite
Strength +10 1500
Vitality +10 1500
Potency: +10 1500
Spirit +10 1250
Speed +10 1500
Intellect +10 1750
Hit +10 1500
Magic: +10 1500
Evasion +2 1500
Luck +2 1500
Aim (Adv.) 500 Aim
Arm's Length 150
Awareness 300 Awareness
Barrage 400 Quick Fire
Bloodletter ll 200 Bloodletter
Charm (Expert) 300 Charm
Climb (Expert) 200 Climb
Foot Graze 500 Leg Graze
Great Bow Training 100
Head Graze 500 Speed 65+
Heavier Shot 500 Heavy & Straight Shot
Heavy Shot ll 400 Heavy Shot
HP Up+ 500
Move Quietly (Expert) 400 Move Quietly
Peloton 500 Spirit 45+
Quick Nock 250
Repelling Shot 150
Straight Shot ll 300 Straight Shot
Survival 100
Swim 100
Venomous Shot ll 400 Venomous Shot
Windbite 250
Note: You can take the Stat upgrades up to three times each.
Note2: You can take HP Up+ up to ten times.
Archer Specialization
When you have spent at least 5000xp in Archer Tier 2 Training, you can specialize into one of three Special Jobs. When you do, you cannot change it and you unlock the first Tier in that Job. You can still spend experience points in Archer Tier 1 & 2.
- Arcane Archer
- Bard
- Beastmaster
Training List Definitions
Here is the description of each of the above items. Note that some of these items such as Heavy Shot have a distance dependent on the weapon you are using.
Aim
As a swift action, you can take aim at a target. This granst you a +3 bonus on your next Hit check. This lasts until the end of your turn.
Advanced: You gain a +6 instead.
Arm's Length
As an action, you create a barrier around yourself that prevents you from being knocked back or pulled forward. This effect lasts until the end of the round.
Barrage
This allows you to make up to three ranged weapon attacks with one action.
Bloodletter
As an action, you deal 1/4 of your weapon damage to a target you have already hit this round. This action can be taken at anytime.
Bloodletter ll: Target takes 1/2 weapon damage instead.
Foot Graze
When you hit with a weapon attack, you can expend an action to force that target to make a Strength check. On a failure, they gain the Bind status until they succeed on a Strength check or the round ends.
Head Graze
When you see a target attempting an action, you can expend an action to force them to make a Vitality check. On a failure, they cannot take an action during this turn.
Heavier Shot
When you use Heavy shot or Heavy Shot ll, there is a 20% chance you gain the benefit of Straight Shot, or Straight Shot ll if you are trained in it.
Heavy Shot
Reduce your Hit by 10 for this attack, double your bonus damage from Strength.
Heavy Shot ll: You triple it instead.
HP Up
When you take this, you gain +5 to your Max HP.
HP Up+: You instead get +10.
Peloton
As an action, the number of feet you can move is doubled for you and all your allies within 20ft until the end of your next turn.
Quick Fire
You can make two ranged weapon attacks with one action.
Quick Nock
As an action, you make an attack at all targets in a 20ft cone. Once you use this, you cannot use it on your next turn.
Repelling Shot
As an action, you can make one weapon attack at a target and jump backwards in a straight line up to 30ft.
Second Wind
As an action, you regain HP equal to 1/4 your Max HP.
Straight Shot
Reduce your damage by 2 and gain +5 to your next Hit check.
Straight Shot ll: You reduce damage by 4 and gain +10 instead.
Venomous Shot
When you hit with a weapon attack, you can expend an action to force the target to make a Vitality check. On a failure, inflict Poison 1.
Venomous Shot ll: Inflict Poison 2 instead.
Windbite
When you hit a target with a weapon attack, you can expend an action. They are inflicted with Wind 1.