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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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