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Archer
Archery is
a form of Mastery in the Bow and Crossbow. Unlike Sorcery Archer profession an
archer knows more a physical combat standard than a Magic standard mix with
physical properties. They are more acute with using their accuracy and evasion
and work well from a distance. Their skills utilize their surroundings and their
dexterity. They can also perform many feats using their crossbow and Bow which
make them a bit more challenging in the Accuracy department. As an Archer you
must have trained with elves or spent a lot of time hunting or in the woods
practicing. Either way entering the Archery profession you have learned to be a
bit more accurate in your shooting and learn a few tricks of the trade to
perform admirable feats.
An Archer
relies upon his equipment and the right type of ammunition when firing his bolts
or arrows. Archers learn not only to fire but make, maintain, repair, care, and
create ammo for their Bow and Crossbow. At some points an Archer learns to focus
on targets for precise and accurate damage or maybe to hunt in order to feed
himself and others. An Archer has an acute sense of sight and hearing making
them able to zone out other sights and noises to narrow on a target. These men
and women also learn an assortment of Ranger skills and also seem to favor their
taste of light gear so that they remain agile and do not hinder their shooting
accuracy.
Progressing
as an Archer you learn an assortment of skills that will help you on your
journeys. Not only will you know how to shoot but also learn to track, hunt,
heal, and perform variable tricks and feats with your shooting. At some point
you'll be able to attack from longer distances and even match those of Elvin
archery. This makes a par to those naturally good with Archery and sets you
aside from those that are fighters. An Archer is best suited behind a group
since they take damage rather unwell in the frontal assault area and like Magic
Users are far more effective in the back receiving a +1 ATR aiming from afar
when unhindered in taking aim. (Note: archers can break the string of their bow
if they make a crit fail of 1)
Benefits>
These are basic Abilities you know of easily from your novice training when
learning to become a Archer. Some are set specifically for your profession as
abilities you may know and how to use. Though they are rarely powerful skills
they are useful skills that will assist you in your travels as an Adventurer in
the world of Everlynn.
Archer’s
Choice> When using
a Bow or Cross Bow an Archer gets a +1 to ATR when wielding these Weapons and is
a Natural Bonus to the Archer that isn’t handicap to the limit of ATR you can
have.
Swift
Archery> As long
as the archer is Equipped with Light Armor and Gear they can apply this Natural
+1 to Dodge or Reflex Checks being very agile and nimble in their movements
Tracking> When a Archer has
decided to issue a specified target to be Tracked they must state Tracking. By
Rolling a Mind Check Difficulty 10 they can track a Target with little
difficulty. However if the Roll is ever failed they must make another Check to
get back on the trail or if failed they loose the target and its whereabouts.
This is useful also when hunting and when an Archer chooses his Favorite
Enemy/Animal he or she gets a +4 when chasing this type of enemy.
Favorite
Enemy/Animal> A
Hunter may choose a favorite enemy or animal to hunt. This bonus gives a +2 to
any ATR or Dodge roll against this target making it their favorite playmate.
However a Archer can only choose one type of Enemy or Animal. After getting two
Abilities from their profession they may Spend 20 Exp in order to choose another
Favorite Enemy or Animal.
Abilities>
Archers carry an assortment of abilities that aid in their Archery, Utilizing
Magic to their Archery, Area Skills,
and to their Favorite Targets. Archers tend to vary in style and choices and
lead different paths and ways. Though they are all different they share in
common the skill in Archery and being able to take down enemies in distance in
comparison to close combat.
<Note>
When an Archer aims into a Melee combat he has a 50% chance to hitting the
target or an ally. They may choose to aim or not but must Score 10 or more to
hit the target or risk hitting the closest friend there.
Focus
Shot> an
interesting ability for an Archer who is patient they can use this ability to
take aim at a single target. Each Round/10 Minutes Increases their Range ATR +1
and their Distance 5ft of the weapon. As long as the Archer is not interrupted
they can increase this bonus up to +10 ATR as long as it doesn’t hit the 20
Limit and to a total of 50-100ft in distance.
Cost> 20
Exp
Stun
Shot> A character
can strike at an opponent in order to stun them by learning how to precisely
strike large nerve bundles on a body. By doing this the target hit with this
Arrow is stunned for d4 Rounds with out a resist if they are hit with this Arrow
or Bolt.
Cost>
30 Exp
Area
Tracking> This
skill grants a +4 bonus regardless if the character has no Ranks, few Ranks, or
Max Ranks in the skill. When an archer purchases this Skill they can apply it to
their Knowledge of Area skill. When applied to that Knowledge of Area any time
the Archer Tracks a target through that Area they get a +4 bonus in stacking
that target.
Cost>
30 Exp
Dual
Shot> Archers can
now fire up to two Arrows or Bolts at a time at a penalty of -4 to Range ATR. If
the attack hits they roll two Damage rolls one at full and the other at half
damage. This is useful but also consumes ammo quickly for the Archer. This can
only be performed in one Attack session each round.
Cost>
30 Exp
Triple
Shot> Similar to
Dual Shot the only difference is that a third Arrow or Bolt can be fired at Half
Damage but the penalty becomes a -6 instead of a -4 but will allow more damage
to be dealt. Again this is risky because you may go through ammo much quicker
than you realize. This can only be performed in one Attack session each round.
Cost> 40
Exp
Bleeding
Shot> Archers can
take aim at vital spots to cause Bleeding Status. The arrow or bolt punctures
deeply into flesh causing Bleeding Status for 2d4 Rounds at d8 Hp a round. The
Archer requires to take a round to precisely aim at their target any
interruption upon their target or them causes them to choose whether to re-aim
or take a different approach.
Cost>
30 Exp
Shot to
Wound> A Difficult
shot but effective causes a Target to loose d4 D.Hp by striking deep into the
flesh and bone of a target. The Archer suffers a -10 Penalty but if Successful
on the hit can deal some deadly Damage to a target’s D.Hp.
The target makes a Dodge Roll in order to avoid being injured by this
Attack.
Cost>
40 Exp
Increase
Range> Though not
much a Archer can learn to increase their Range on their Bows or Cross Bows by
an additional 10ft. Though it is not much it still serves a purpose in attacking
targets from afar especially if they are just 5-10ft away from your max range.
This ability can be taken up to three times to increase your character Range
with Ranged Weapons. Increase Range will always have a x and a number to signify
how many times it was learned.
Cost>
10 Exp
Mage
Archery> difficult
to learn and master Mage Archery applies Magic to Arrows and Bolts granting
multiple spell like abilities through Arrows and Bolts. By learning this skill
an archer can apply some small means of magic to infuse their Arrows or Bolts
but is not considered trained magic. Meaning all they can learn are spells of
the Archer Profession and not outside the profession. An archer may learn Archer
Spells but not Spell Caster spells because the art of magic they use is
completely different and does not apply to the skill able to Cast Spells or Use
Magic.
Cost>
40 Exp
Flare
Arrow> The Arrow
or Bolt Damage has fire properties now and can be used to light up objects as
well as serve as a torch when needed. The Archer places hand over the tip of
their arrow or bolt and pulls back sharply as if flint struck metal letting
sparks create fire on to their arrow head.
Cost> 20
Exp
Freeze
Arrow> Applying
their hand over the tip of their bolt or arrow and blowing their breath upon it
causes the arrow to freeze up and creates an icy point granting Ice Property to
their Ammo. The Freeze Arrow is useful against Fire type creatures and can serve
as an alternate water source if left to thaw in a bottle or bag.
Cost>
20 Exp
Light
Arrow> Like all
the other Archer Spells Light Arrow creates the element of lightning into the
Arrow and is effective against water or earth base creatures. It also serves as
a 20ft alternate magical light source that can last up to six hours. Also If
Aimed above a Target it will shatter and create a blinding light that deals 2d4
Rnds of Blindness. The Target must make a Reflex Check at Difficulty 14 or be
blinded for 2d4 Rnds/Minutes.
Cost> 30
Exp
Poison
Arrow> This
creates a poisonous Magical Arrow that once injected into a target’s system
can effect them traumatically. The person hit with this Arrow suffers poison
status immediately and suffers d8 rounds of poison loosing d8 Hp each round.
Also an E.Resist Check is made at a Difficulty of 14 and if failed the Target
also looses in addition d4 Power Temporarily for that day and the effect cannot
be applied again for the remainder of the day.
Cost>
40 Exp
Echo
Scream> The
screaming arrow howls and yells confusing Target that hear it. Luckily it does
not go off until it has either struck a target or landed close to a target. That
close by the arrow or bolt must make a Reflex Save to cover their ears at a
Difficulty 14 or suffer the effects of Confusion for d8 rounds. Those with in a
10ft Radius of the Arrow or Bolt are affected by it.
Cost> 30
Exp
Mounted
Aim> When on a
riding animal a Archer can fire while riding at no penalty. This prevents and
handicaps or difficulties while riding and firing. Archers who are use to riding
on an animal and firing on the go will benefit from this ability highly.
Cost>
20 Exp
Dual
Cross Bows>
Normally a skill to show off it can be useful for one who uses Cross Bows.
Instead of one cross bow being fired she may use two at the same time. However
there is a problem with reloading it will take you a Full Action next turn to
reload ammo to both Cross Bows.
Cost>
30 Exp
Defending
Bow> Normally this
cannot be done but an Archer is able to learn to defend with his Bow whenever he
or she fails a Dodge Check. Similar to weapon blocking a Archer can make a Parry
Check vs. the opponent’s ATR Roll by defending with their Bow. If the Archer
scores higher than the ATR Roll of the Attacker the Attack was blocked by the
Bow.
Cost>
30 Exp
Hail to
the Archer> A
Fierce Ability in one Single attack an Archer can let loose
a Hail of Bolts or Arrows to the sky at a group or Target. The Archer
fires off ten Arrows or Bolts and the Target must evade them or suffer hideous
damage. The Archer can apply her Range ATR Bonus as well as gets +1 ATR for Each
Arrow Fired to its attack. The Archer makes their Range ATR roll and the Arrows
or Bolts Bonus is added to the Attack. Each Target must evade one of these
Arrows or each arrow that comes their way. For an archer to learn this ability
they must have mastered all their Archer Abilities before acquiring this skill.
Cost> 100
Exp
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