Archer

Archer (1.3) - Adventurer Class

Archers are found in most cultures around the world with varying degrees of respect. The exception being the Greeks, who see them as cowardly and only to be used in hunting and not war.  

Playing the Archer

  In a standard party the role of the Archer is to deal damage at a distance, usually behind the protection of a shield wall or the rest of the party or unit. This is an adventuring class so you will be out questing and fighting. We try to have loaner bow and arrows at our events but this is not guaranteed, so please bring your own if possible. This is a good class to play if you want to be involved in combat but not on the front line and especially if you want to deal a lot of damage without having to wear a lot of armor.  

Abilities

Armor Allowed: Light (Level 1)   Weapons Allowed: Dagger, Knife, Club, Stick, Bow and Arrow, Short Sword, One-Handed Axe  

Level 1

Bow and Arrow: Twelve arrows per day (12x/day), can be refilled by smith, forge, or a high enough level druid.   Archer’s Skill: You gain a +1 damage bonus to bow and arrow damage.   Volley: For each other archer in a party you gain an additional +1 to damage. For example, two archers in one party give a +1 damage bonus to the other. Three archers give a +2 damage bonus to each other archer.   NOTE: Archers turned into undead by necromancers cannot use their bow and arrows.  

Level 2

Dexterous Movement: Due to your quick movement and dodging ability you have +1 APR. This stacks with other sources of APR improvement, including armor.  

Level 3

Cultural Ability  

Level 4

Impact Arrows: You may break shields. This must be called out. Once the ability is activated it stays in effect until a shield is successfully struck. The “broken” shield can be repaired by smith, forge, or a high enough level druid.  

Level 5

Piercing Arrows: You may ignore armor. Damage along with piercing must be called out. If the arrow strike misses the target then the ability is spent. This ability can be used on six arrows per day (6x/day) and can be renewed.  

Level 6

Cultural Ability  

Level 7

Master Archer: You gain the title and rank of Master Archer. At the start of each event gain 5 GP as your contract payment from local militias, governments, kingdoms, or other groups.   Improved Vigor: You gain +1 Maximum HP  

Level 8

Improved Archer Skill:

Your damage improves to +2 damage with bow and arrow (this replaces Archer’s Skill).

Level 9

Cultural Ability

Level 10

Grand Archer: You gain the title and rank of Grand Archer. At the start of each event gain 10 GP as your contract payment from local militias, governments, kingdoms, or other groups.   Magic Arrow: Your arrows are now considered magical and can ignore armor and shields.

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