0% found this document useful (0 votes)
31 views2 pages

Archer

The document outlines the character class of an Archer, detailing ability requirements, class restrictions, and the character point system for building an Archer. It includes various skills and abilities that can be purchased with character points, such as increased attack/damage, crafting arrows, and special shot techniques. Additionally, it provides experience levels, combat values, and saving throws associated with the Archer class.

Uploaded by

Dan Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views2 pages

Archer

The document outlines the character class of an Archer, detailing ability requirements, class restrictions, and the character point system for building an Archer. It includes various skills and abilities that can be purchased with character points, such as increased attack/damage, crafting arrows, and special shot techniques. Additionally, it provides experience levels, combat values, and saving throws associated with the Archer class.

Uploaded by

Dan Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Archer a bow takes 1d6+8 days.

For 7 points the


Ability Requirements: Dex 14 Archer may make bows at level 1.
Str 13 Increased Attack/Damage (15): Due
Wis 13 to the intense training the archer is a much
Prime Requisite: Dexterity, Wisdom better shot with a bow than almost anyone. He
is also able to hit certain parts of a target to
Class Restrictions: Archers do not use Pole
maximize his damage. The bonus to hit and
arms, except for throwing spears. Archers may
damage are as follows:
be of any alignment. May only use studded
leather armor or lighter. Table 1: Bonus to Hit/Damage at given ranges
Races Allowed: Any, except for goblins, Lvl P-B Short Med Long
dwarves, gnomes, and halflings. hit/dmg hit/dmg hit/dmg hit/dmg
1 +1
Building an Archer with Character
2 +1/+1
Points 3 +2/+1 +1
Archers have 80 character points to spend on 4 +2/+2 +1/+1
abilities. Each of the ablilites below cost 5 to 5 +3/+2 +2/+1 +1
15 points. Any unspent points may be used to 6 +3/+3 +2/+2 +1/+1
purchase Non-weapon proficiencies or saved 7 +4/+3 +3/+2 +2/+1 +1
for used during the game. A standard Archer 8 +4/+4 +3/+3 +2/+2 +1/+1
spends his character points on Bow bonuses 9 +5/+4 +4/+3 +3/+2 +2/+1
and Bow abilities. 10 +5/+5 +4/+4 +3/+3 +2/+2
1D10 for Hit points (10): Instead of 11 +6/+5 +5/+4 +4/+3 +3/+2
rolling the standard 8-sided die for hit points a 12 +6/+6 +5/+5 +4/+4 +3/+3
10-sided die is rolled. 13 +7/+6 +6/+5 +5/+4 +4/+3
Bow Bonus (5): +1 to hit with any 14+ +7/+7 +6/+6 +5/+5 +4/+4
bow, not inlcuding crossbows. Strength Bonus (5): The Archer may
Armor (5/10): With this the archer use his bonus to damage in the Point-blank and
may wear up to chainmail armor without Short range categories.
negating his bonus to hit with a bow. For 10 Increased Range (10): The Archer
points the archers has become fully used to has an increased range with bows than normal
firing a bow in any armor and may wear any fighters. The bonuses are:
type of armor, except for plate, without suffering Table 2: All bonuses are in feet
any penalties.
Str S. Bow L. Bow Comp short Comp long
Increased Attacks (10): An archer
9-15 +10 +20 +5 +10
may gain one extra attack per round when using
a bow (ex. at 1st level fighter would fire a bow 16 +20 +40 +10 +20
at a rate of 3/2 instead of 1/1). 17 +30 +60 +15 +30
Followers (5/7): Starting at 9th level 18 +40 +80 +20 +40
an Archer can build a keep and attract followers. 18 01-50 +50 +100 +25 +50
For 7 character points the archer may attract 18 51-75 +75 +140 +50 +75
followers as soon as he establishes a stronghold. 18 76-90 +100 +160 +75 +100
Fletcher (2/5): At 3rd level the Archer 18 91-99 +125 +180 +100 +125
may make arrows for his bow. All of the arrows 18 00+ +150 +200 +125 +150
are perfectly crafted and no roll is needed to Arrow Craftsmanship (5): The
determine success. For 5 points he may make Archer can craft arrows that are so perfect they
arrows starting at level 1. The arrows are only may later be magicked to become Arrows of
useful on the archers bow/bows. He can make Slaying.
up to 12 arrows in 8 hours. The Broken-Charge Shot (5): One of
Bowyer (5/7): At 5th level the Archer the most effective ways to rid foes of their
may make his own bows, assuming raw mounts is to take out their mounts from
materials are on hand. A crude bow fashioned underneath them. The Archer shoots a shafts
out of whatever is near in less than an hour and into a vital part ot the mount, i.e. the head, the
is -2 to hit and gains no bonuses to hit or chest, leg, whatever will cause it to stumble.
damage form the archer. The process of making
The rider must make a successful Land-Based some part of the targets clothing to a nearby
Riding check to retain their seat upon the object, as long as that object is of material that is
mount. If this is failed they must follow with a reasonably subject to penetration by an arrow.
Dex check. Those that don’t have the The target must be standing near the object or
proficiency only get the Dex check. If the Roll the shot is wasted. If the shot is successful the
is failed the rider is thrown to the ground taking target is pinned to that object. He must then
1d4 points of Damage. spend one round tearing free, this requires no
The Double-Arrow Shot (5): By roll. Pinned targets are -2 to AC and to attack
adding a +1 penalty to initiative and taking a -1 rolls. After three rounds if they have not broken
to hit and damage, the archer may fire two free, there are freed due to exertion.
arrows from the bow with one pull of the string. The Trick Shot (5): Trick shots
The Arrows can be directed at a single target or include knocking off hats, sending an arrow an
at two separate targets within a 60 degree arc if inch away from an intruder’s ear, or placing
the attacker is willing to take an additional +1 arrows in interesting and amusing places. Trick
penalty to initiative and -1 to hit and damage. shots also include shots intended as warnings
This reflects the amount of time the archer takes and not simply missed targets. These trick shots
to adjust the fletching and arrange the arrows on require the archer to take a +1 to initiative and -
the string. This can only be done once in a 4 to hit. If the shot misses then it actually hits
round on the first attack. the person it was directed at causing 1D4 points
The Foot Shot (5): The Archer must a of damage.
secure place to rest his hindside and at least one
arm free. Using the feet as a base against which Proficiencies:
to pull, the archer aims the boe and pulls back Non-Weapon: 6
the string with the free hand. Although there is Weapon: 8 Cost: 2
a -1 penalty to hit the damage is increased by +1 Can Special and Master as a fighter only in
because of the extra pull granted by using their Bows
feet. Combat Value: With a Bow as a Fighter, as a
The Hanging-Tree Shot (5): In this Priest with all other weapons.
shot the Archer wraps his legs around a tree Saving Throws: As a Fighter.
branch and hangs upside down. This gives the Table 3: Archer Experience Table
character a -3 to hit. Also the Archer loses one
Lvl Archer HD Title
attack per round. How ever the archer can take
1 0 1 Bowman
an action like swing back up into the tree or
2 2,500 2 Master Bowman
dropping to the ground. The bonus is the enemy
3 5,000 3 Fletcher
geets a -6 to his surprise roll. This trick is
4 10,000 4 Master Fletcher
excellent for ambushes.
5 20,000 5 Bowyer
The Quick-Draw Shot (5): This
6 40,000 6 Master Bowyer
allows the archer to fire arrows beyond his
7 60,00 7 Sharpshooter
normal amount of attacks. Because of the speed
8 120,000 8 Arrowsmith
involved from the quick draw, the archer has
9 260,000 9 Archer
less time to aim. The first shot in a round is
10 550,000 10 Archer Esquire
made at no penalty. From there, penalties add
11 800,000 11 Archer Knight
up quickly. The second shot is made at -2, the
12 1,100,000 11+2 Archer Lord
third -4, the fourth -8, the fifth -16. The archer
13 1,400,000 11+4 Archer Master
gets off two shots on his attack turn. When all
14 1,700,000 11+6 Archer Grandmaster
combatants have finished their attacks the
15 2,000,000 11+8 -
archer may take his next two if desired. Finally
16 2,300,000 11+10 -
after everyone has completed their second
17 2,600,000 11+12 -
attacks the archer lets his fifth fly.
18 2,900,000 11+14 -
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

You might also like