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Archer

 

Archer

Description:

The Archer is a warrior who lives and dies by his bow. He/she can find a place in their nations army or in an adventuring group who needs ranged help. Their main ability is to make that tough shot, that only they can make.They are a sub-class of the Fighter and use the Fighters Tables for saves, levels etc.

The Archer class starts with Archer Bow Bonus - The archer gains a +2 to hit with a bow. They gain a +1 to hit with at bow every 5 level after 1st. So +3 at 6th, +4 at 11th, +5 at 16. This is above and beyond their Dex bonus.

The Archer must always be concerned about the quality of her bow and arrows. If any are faulty, she must repair them or replace them with equipment of higher quality. She can never use missile equipment of inferior quality—except when in mortal danger or when necessary for the success of a mission.

Archers then gets 10 Character Points to spend on the following:-

1d12 for hit points (10):

Instead of rolling a 10-sided die to determine initial hit points and how many new hit points the archer receives at each level, a 12-sided dice is rolled instead.

Defense bonus (10):

+2 bonus to Armor Class if unarmored and unencumbered.

Followers (5/10):

By purchasing this skill, an archer can gain followers as described in the Player’s Handbook for fighters if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the archer can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player’s Handbook for more details on followers.

Increased movement (5):

An archer's base movement score is 15 rather than 12.

Leadership (5):

The ability to lead large numbers of troops into battle. The archer is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

Magic resistance (10):

Gain a 2% Magic Resistance for each level. For example, a 9th level archer would have an 18% Magic Resistance score.

Move silently* (10):

An archer with this ability has a chance to move silently like a thief. This chance is equal to his Dexterity score plus his level. For example, an 8th level archer with a 17 Dexterity score has a 24% chance to move silently. The archer cannot wear armor above studded leather. Look to the thief table for penalties for additional armor.

Poison resistance (5):

Archers with poison resistance gain a +1 bonus to all saving throws versus poison.

Spell resistance (5):

Archers with spell resistance gain a +1 bonus to all saving throws versus spells.

Supervisor (5):

The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.

Weapon specialization (5):

This Archer has the ability to specialize in a particular Bow. The character point cost for acquiring the specialization must also be met. Choices are Long, Short and the composite version of these.

Special Hindrances

The Archer is limited in her choice of melee weapons, since she disdains them so much. She may choose only a long sword, short sword, and dagger. Even then, the Archer has a –1 penalty to attack rolls when using one of these weapons because she is unfamiliar with anything but the flight of an arrow. Later weapon proficiencies may be devoted to other weapons, but the Archer will never gain a bonus to attack rolls with these weapons, despite any Strength or proficiency bonus. This includes losing the normal elven +1 to attack rolls with the long or short sword, an elven archer will not be able to pick these during character creation.

Optional Restrictions

An archer can gain bonus character points to spend on the above abilities by accepting a voluntary restriction on his normal abilities. The restrictions with their point values follow:
Limited magical item use (5+): A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.

 

Archers are, with few exceptions, the undisputed masters of the bow. They have developed their art to a state of true excellence. This section details several techniques archers have devised to hone their archery skills—for fun, profit, and protection.
Seven optional techniques for firing a bow are outlined in this section; these modifications are cumulative with any others that a character might have. Also, most of these tricks are usable only with long or short bows (or the composite versions thereof). A few can be used with the crossbow, but because most archers disdain the use of that weapon, its modifiers are not included.

Archery Techniques

The Broken-Charge Shot

One of the most effective weapons of a mounted enemy is the ability to charge. One of the most effective ways to rid foes of this advantage is to take out their mounts from underneath them. Although this isn't a method a fighter generally employ because the mount usually isn't a threat, archers, are generall vunerable to a mounted attack so won't hesitate to use the tactic if things are looking grim on the field of battle. They will also use this optional maneuver if the mount itself poses a threat.

Unless such animals are well trained in the ways of combat and in dealing with pain, a hit by an arrow will break the charge. Riders must make a Land-Based Riding check to see if they retain their seating atop an injured mount. If they fail this check, they must follow with a Dexterity check. Those who don't have the proficiency may only do the Dexterity check; if this check fails, the rider is hurled to the ground for 1d4 points of damage.

The Double-Arrow Shot

Another trick that is impressive (though good for little else) is the double-arrow shot. By adding a +1 penalty to initiative and taking a –1 to attack rolls and damage, the archer may fire two arrows from the bow with one pull of the string.
The arrows can be directed toward 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 another –1 to attack rolls and damage. This reflects the time the archer takes to adjust the fletching and arrange the arrows on the string.

This shot does not allow more than two arrows on a single string. Lastly, if this option is taken, no more than one additional arrow may be fired in the same round.

The Foot Shot

In some situations, an archer may find one of her arms unable to grip the string or shaft of a bow. Perhaps the other hand is holding onto something to keep the elf from falling, or perhaps the arm has been injured. Or maybe the archer just wants a bit of extra pull on the bow, to inflict just a little more damage.
In a case like this, if a shot is absolutely required, archers have developed the foot shot. The archer must have a secure place to rest her hindside and at least one arm free. Using the feet as a base against which to pull, the archer aims the bow and pulls back the string with the free hand (or both, if possible). Although there is a –1 penalty to attack rolls, the damage is increased by +1 because of the extra pull granted by using her feet..

The Hanging-Tree Shot

Because so much of the Isles are covered in vast forests, archers have obviously have found a need to incorporate trees into their archery. Scouts and spies especially have learned to use trees effectively. They drop from branches to land in front of their enemies or use trees as concealment.
One of the tricks elf archers are most proud of is the dangling shot. In this shot, the archer wraps her legs around a sturdy tree branch and drops downward while simultaneously firing right into the faces of her oncoming enemies.

Unfortunately, the disadvantages to this shot are numerous. The most obvious is that anything on the archer that isn't tied down or strapped in (arrows, daggers, loose change, et cetera) will fall to the ground. Another disadvantage is the –3 to attack rolls. Lastly, the archer can't fire her usual two shots.
However, the archer can still take an action, such as swinging back up into the tree or jumping to the ground. Further, the enemy suffers a –6 to his surprise roll! This advantage alone often outweighs the drawbacks, and the hanging tree shot is a favorite trick of archers ambushing lone outriders.

The Quick-Draw Shot

Every once in a while, there arises a situation where an archer must fire more than two arrows a round or where the archer must bring a bow to bear very quickly. In response to this need, archers have developed the quick draw shot. Their agility and the near-constant companionship of their bows has helped them achieve that end admirably.
Because of the speed involved in firing from a quick draw, the archer has less time to aim. Therefore, accuracy of the shot is severely affected. The first shot in a round is made at no penalty. From there, penalties add up quickly. The second shot is at –2. The third is at –4. The fourth is at –8. If the archer wishes to attempt a fifth shot, the penalty for it is –16.

The archer gets off two shots on his first attack sequence. When all combatants have finished their first attacks, the archer may take the next two, if so desired. Finally, after everyone has completed second attacks, the archer may take one final shot. Although this shot is almost guaranteed to miss, it may be the last hope of a party, so many try it in moments of desperation.
A sixth shot in a round is virtually impossible unless the archer has been hasted or has otherwise been made exceptionally speedy. In such magically enhanced cases, the first two shots are without penalty. The third and fourth are at –2. The fifth and sixth are at –4. The seventh is at –8. The eighth (and final) shot is at –16.

hrough the touching and handling of lethal toxins, a bonus to saves vs. poison, a +1 to save per 5 pts of constitution.

The Stapling Shot

When an archer wants to disarm or otherwise incapacitate someone, he can attempt a stapling maneuver. By making a called shot (+1 penalty to initiative, –4 to attack rolls), the character can staple some part of the target's clothing to a nearby object, as long as that object is of a material that is reasonably subject to penetration by an arrow (such as wood or plaster). The target must be standing near such an object or the shot is wasted.

If the shot is successful, the target is pinned to that object. The target must spend a round tearing free, although this requires no roll. Pinned targets defend with a –2 to AC and to attacks rolls. After three rounds, if they have not taken the time to free themselves, they break free due to exertion. During these three rounds, the penalties to Armor Class and attack rolls still apply.
The stapling shot is not only good for preventing various actions on the part of a hostile person, it serves to demonstrate that the archers are far from defenseless. Furthermore, many archers like to embarrass targets by affixing them to the nearest piece of "furniture."

The Trick Shot

Archers do not always choose to nail an offensive person to the nearest tree. Often, they prefer another means to convey their disdain or enmity. Thus, they have perfected their aim so that they can make a spectacular retaliatory shot that says to an enemy that he is not needed nor, indeed, wanted in the archers portion of the world.
Trick shots of this sort include knocking off hats, sending an arrow an inch away from an intruder's ear, or placing an arrow in interesting and amusing places (such as the behind of an orc). Deliberate trick shots also include shots intended to be clearly warning shots and not simply missed targets. These trick shots require the archerto take a +1 to initiative and a –4 to attack rolls.

If the attack roll is made, the arrow can do exactly what the archer wanted. Otherwise, it will either fly away harmlessly (informing victims that someone is shooting at them), or it will actually hit the one for whom the warning was intended. If so, the arrow inflicts 1d3 points of damage. If the targets were not previously enemies, they certainly would be by now.

 

EXPERIENCE LEVELS

Level XP Needed Hit Dice (D10)
1 0 1
2 2,000 2
3 4,000 3
4 8,000 4
5 16,000 5
6 32,000 6
7 64,000 7
8 125,000 8
9 250,000 9
10 500,000 9+3
11 750,000 9+6
12 1,000,000 9+9
13 1,250,000 9+12
14 1,500,000 9+15
15 1,750,000 9+18
16 2,000,000 9+21
17 2,250,000 9+24
18 2,500,000 9+27
19 2,750,000 9+30
20 3,000,000 9+33

 

 
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