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PFS StandardEldritch Archer

Source Player Core 2 pg. 198
While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow-transforming arrows or bolts into eldritch ammunition, sending projectiles zig-zagging unerringly to their targets, and manifesting arrows that can deliver spells or even instant death. The imbuing of raw magic into the point of an arrow is no easy feat. Eldritch archers are respected and feared for their prowess and make valuable members for any party of adventurers.

While having some spellcasting ability increases your flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake. In fact, many eldritch archers begin as archers first and spellcasters second. That is not to say that the occasional spellcaster has not picked up archery. In fact, many wizards, wise in the art of war, have studied the bow, particularly to master this art. Ultimately, what matters is a perfect combination of martial skill and magical ability; the order you go about obtaining them matters little.

Additional Feats

Source Player Core pg. 215 2.0
Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.

Click here for the full rules on Additional Feats.


PFS StandardEldritch Archer Dedication Feat 6

Archetype Dedication Magical 
Source Player Core 2 pg. 198
Archetype Eldritch Archer
Prerequisites expert in at least one weapon from the or bow or crossbow weapon group

You channel powerful magic with your archery, allowing you to deliver potent spells through the tip of an arrow rather than the more mundane flick of the wrist or whatever other gestures are usually used. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a tradition of your choice. You choose a common cantrip or other cantrip to which you have access. This cantrip must require a spell attack roll and come from your chosen tradition. You're trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma.

Regardless of whether you can already cast spells or gained the ability from this dedication, you gain the Eldritch Shot activity.

Eldritch Shot [three-actions] Requirements You are wielding a bow or a loaded crossbow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Eldritch Shot.

PFS StandardBasic Eldritch Archer Spellcasting Feat 8

Archetype 
Source Player Core 2 pg. 198
Archetype Eldritch Archer
Prerequisites Eldritch Archer Dedication

You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell rank to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.

PFS StandardEnchanting Shot [two-actions] Feat 8

Archetype Emotion Magical Mental 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Eldritch Archer Dedication

With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow or crossbow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your weapon has a greater striking rune, or to 4d6 if your weapon has a major striking rune.

PFS StandardMagic Ammunition Feat 8

Archetype Magical 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Eldritch Archer Dedication

You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation. When you select this feat, choose three types of common magical ammunition of 4th level or lower from GM Core or this book. Your GM might allow you to choose from other types of magical ammunition of an appropriate level, such as uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action.

Transform Ammunition [free-action] (magical) Frequency once per round; Effect You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.

Special You can select this feat multiple times. Each time you do, select three additional types of magical ammunition as described above.

PFS StandardPrecious Ammunition [one-action] Feat 8

Archetype Magical 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Eldritch Archer Dedication

You have learned to mimic the power that lies between magic and material. You enchant a piece of ammunition on your person with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow or bolt before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.

PFS StandardRunning Reload [one-action] Feat 8*

Gunslinger Ranger 
Source Player Core pg. 159 2.0
Archetypes Alkenstar Agent, Archer, Drow Shootist, Eldritch Archer, Game Hunter
* This version of the Running Reload feat is intended for use with an Archetype and has a different level for access than the original feat.

You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.

PFS StandardEldritch Reload [free-action] Feat 10

Archetype 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Eldritch Archer Dedication
Requirements Your last action this turn was to make an Eldritch Shot, Cast a Spell from a spell slot, or activate a piece of magical ammunition.

You integrate your talent for magic into your use of reloading weapons. You Interact to reload a weapon you are wielding.

PFS StandardExpert Eldritch Archer Spellcasting Feat 12

Archetype 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Basic Eldritch Archer Spellcasting

You learn additional eldritch archer magic. You gain the expert spellcasting benefits.

PFS StandardHoming Shot [one-action] Feat 14

Archetype Magical 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Eldritch Archer Dedication

Your shots zip around corners and fly at impossible angles to reach your target. Make a bow or crossbow Strike against a foe you can see; the ammunition travels to your target, even going around corners. You ignore the target's concealed condition and all cover.

PFS StandardIncorporeal Shot [one-action] Feat 16

Archetype Magical 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Frequency once per day
Prerequisites Eldritch Archer Dedication

You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow or crossbow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.

PFS StandardFatal Shot [three-actions] Feat 18

Archetype Magical 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Frequency once per day
Prerequisites Eldritch Archer Dedication

You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow or crossbow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against the higher of your class DC or spell DC or be immediately slain; this save has the death and incapacitation traits.

PFS StandardMaster Eldritch Archer Spellcasting Feat 18

Archetype 
Source Player Core 2 pg. 199
Archetype Eldritch Archer
Prerequisites Expert Eldritch Archer Spellcasting

You gain the master spellcasting benefits.

PFS StandardImpossible Volley [three-actions] Feat 20*

Fighter Flourish Ranger 
Source Player Core pg. 150 2.0
Archetypes Archer, Eldritch Archer
Requirements You are wielding a ranged weapon with the volley trait and reload 0
* This version of the Impossible Volley feat is intended for use with an Archetype and has a different level for access than the original feat.

You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.

Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.