Archer
Prime Requisite: Dexterity, Wisdom Class Restrictions: Archers do not use Pole arms, except for throwing spears. Archers may be of any alignment. May only use studded leather armor or lighter. Races Allowed: Any, except for goblins, dwarves, gnomes, and halflings. Building an Archer with Character Points
1D10 for Hit points (10): Instead of rolling the standard 8-sided die for hit points a 10-sided die is rolled. Bow Bonus (5): +1 to hit with any bow, not inlcuding crossbows. Armor (5/10): With this the archer may wear up to chainmail armor without negating his bonus to hit with a bow. For 10 points the archers has become fully used to firing a bow in any armor and may wear any type of armor, except for plate, without suffering any penalties. Increased Attacks (10): An archer may gain one extra attack per round when using a bow (ex. at 1st level fighter would fire a bow at a rate of 3/2 instead of 1/1). Followers (5/7): Starting at 9th level an Archer can build a keep and attract followers. For 7 character points the archer may attract followers as soon as he establishes a stronghold. Fletcher (2/5): At 3rd level the Archer may make arrows for his bow. All of the arrows are perfectly crafted and no roll is needed to determine success. For 5 points he may make arrows starting at level 1. The arrows are only useful on the archers bow/bows. He can make up to 12 arrows in 8 hours. Bowyer (5/7): At 5th level the Archer may make his own bows, assuming raw materials are on hand. A crude bow fashioned out of whatever is near in less than an hour and is -2 to hit and gains no bonuses to hit or damage form the archer. The process of making a bow takes 1d6+8 days. For 7 points the Archer may make bows at level 1. Increased Attack/Damage (15): Due to the intense training the archer is a much better shot with a bow than almost anyone. He is also able to hit certain parts of a target to maximize his damage. The bonus to hit and damage are as follows:
Strength Bonus (5): The Archer may use his bonus to damage in the Point-blank and Short range categories.
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Arrow Craftsmanship (5): The Archer can craft arrows that are so perfect they may later be magicked to become Arrows of Slaying. The Broken-Charge Shot (5): One of the most effective ways to rid foes of their mounts is to take out their mounts from underneath them. The Archer shoots a shafts into a vital part ot the mount, i.e. the head, the chest, leg, whatever will cause it to stumble. The rider must make a successful Land-Based Riding check to retain their seat upon the mount. If this is failed they must follow with a Dex check. Those that don’t have the proficiency only get the Dex check. If the Roll is failed the rider is thrown to the ground taking 1d4 points of Damage. The Double-Arrow Shot (5): By adding a +1 penalty to initiative and taking a -1 to hit and damage, the archer may fire two arrows from the bow with one pull of the string. The Arrows can be directed at a single target or at two separate targets within a 60 degree arc if the attacker is willing to take an additional +1 penalty to initiative and -1 to hit and damage. This reflects the amount of time the archer takes to adjust the fletching and arrange the arrows on the string. This can only be done once in a round on the first attack. The Foot Shot (5): The Archer must a secure place to rest his hindside and at least one arm free. Using the feet as a base against which to pull, the archer aims the boe and pulls back the string with the free hand. Although there is a -1 penalty to hit the damage is increased by +1 because of the extra pull granted by using their feet. The Hanging-Tree Shot (5): In this shot the Archer wraps his legs around a tree branch and hangs upside down. This gives the character a -3 to hit. Also the Archer loses one attack per round. How ever the archer can take an action like swing back up into the tree or dropping to the ground. The bonus is the enemy geets a -6 to his surprise roll. This trick is excellent for ambushes. The Quick-Draw Shot (5): This allows the archer to fire arrows beyond his normal amount of attacks. Because of the speed involved from the quick draw, the archer has less time to aim. The first shot in a round is made at no penalty. From there, penalties add up quickly. The second shot is made at -2, the third -4, the fourth -8, the fifth -16. The archer gets off two shots on his attack turn. When all combatants have finished their attacks the archer may take his next two if desired. Finally after everyone has completed their second attacks the archer lets his fifth fly. The Stapling Shot (5): This shot is made to disarm or otherwise incapacitate someone. By making a called shot (+1 initiative, -4 to hit), the character can staple some part of the targets clothing to a nearby object, as long as that object is of material that is reasonably subject to penetration by an arrow. The target must be standing near the object or the shot is wasted. If the shot is successful the target is pinned to that object. He must then spend one round tearing free, this requires no roll. Pinned targets are -2 to AC and to attack rolls. After three rounds if they have not broken free, there are freed due to exertion. The Trick Shot (5): Trick shots include knocking off hats, sending an arrow an inch away from an intruder’s ear, or placing arrows in interesting and amusing places. Trick shots also include shots intended as warnings and not simply missed targets. These trick shots require the archer to take a +1 to initiative and -4 to hit. If the shot misses then it actually hits the person it was directed at causing 1D4 points of damage.
Proficiencies:
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