The Archer

The Archer is highly skilled in the expert use of all bows and especially the longbow. These men of arms can be adventurers in search of fame or wealth, offer themselves as mercenaries for hire, or enlist as soldiers (if enlisted in the army, still use the Archer O.C.C. stats). The character is skilled in hand to hand combat, weapons and wilderness travel. Generally speaking, the Archer is very quick and agile, exhibiting exceptional dexterity when it comes to the use of the bow weapons.Unlike short bows, the long bow is not a common weapon, and requires special training to develop expertise. Those who master it can become one of the deadliest, long distance fighters in the world. The long bow is a very effective weapon, having nearly double the maximum range of a short bow, and does twice as much damage. Those skilled with it tend to be extremely accurate and usually develop a staggering rate of fire. Because of this Archers are much sought after men of arms, commanding two to three times the normal mercenary salaries when hired by the military, and can generally get paid even twice that if high level (seventh or higher). Exceptional marksmen (and high level characters) can often dictate the terms of enlistment, special bonuses and/or a percentage of booty.

Special Abilities of the Archer

Superior Bowmanship: The dedication to the use of the bow and the extensive training involved is reminiscent of certain types of martial arts. This training makes the Archer think of the weapon as an extension of his own body and provides him with astonishing precision, speed and ability when using this weapon.

  • Rate of Fire with a Bow: Two shots at level one, + 2 at levels two, four, six, eight, ten, twelve and fourteen. Use these in place of the W.P. Archery numbers when using a bow; don 't combine them.
  • Superior Range with a Bow (special): 100 feet further then the ranges given in W.P. Archery +25 feet per level of experience.
  • Trick Shooting: All bonuses are in addition to W.P. Archery and applicable to Aimed shots only. Half bonus for shooting wild.
    • The Trick Shooting Aimed Shot: +2 to strike with a P.P. 17 and +1 every additional five (5) P.P. points above 17.
    • The Trick Shooting Called Shot: The aimed shot bonuses are NOT applicable when using this special "Trick Shooting called shot." Instead, the Archer uses the following bonuses: +2 to strike with a P.P. 19 and +1 for every additional three (3) P.P. points above 19, but the bonuses are only applicable when a Bow type weapon is used.
    • Quick Draw: +2 to initiative with a P.P. 18 and every additional four (4) P.P. points above 18, but the bonuses are only applicable when a Bow type weapon is used.
    • Trick Shots:
      1. Can fire multiple arrows (up to 2) as if firing one and each can be fired on a seperate target at the same time.
      2. Can shoot over his shoulder by looking at a reflective surface and aiming at the reflection seen.
      3. Accurately shoot while riding a horse or moving rapidly, but strike bonuses are half
      4. Shoot accurately from ackward attack positions, such as standing on head or hanging upside down, rolling from a somersault, sliding from a slope, or dropping from a height. All bonuses are applicable.
      5. Can make a Curving Shot, by altering the fletchings of an arrow and aiming carefully so that the arrow curves around to ignore a target's cover. Apply a penalty of -2 to strike.
      6. Can make a Knock Shot, by targeting a weapon or object being held by the opponent. The Archer used his bonuses from the special called shot. If he hits the weapon or object the opponent is effectively disarmed. Apply a -4 penalty if the weapon or object is being held with two hands.
      7. Can make a Pin Shot, by targeting the opponent's clothing instead of body. An opponent pinned is such way must either remove the clothing or spend one action ripping it away.
      8. Can make a Spinning Shot, by altering the fletchings of an arrow so that it spins as it travels to the target. The spinning action causes an extra 1d4 of damage but applies a penalty of -4 to strike.
      9. Can make a Subduing Shot, by removing the arrow head in such a way as to maintain the arrows balance, the Archer can deal subdual damage with the altered arrow if he does not have blunted arrows already. Altered arrows at -2 to strike.
      10. Can make a Ricochet shot, by bouncing arrows, sling bullets and other fired projectiles off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/ second target (inflicts only one pint of damage to the first surface and full damage to the second).

Dodge & Parry Arrows: The long bowman can try to dodge or parry attacks from arrows, crossbow bolts, thrown spears and similar thrown or fired projectile weapons/attacks. Such attempts are done with a penalty of only -3; normally, a character is -10 to parry or dodge projectile weapons. As always, a dodge counts as one melee action/attack. Note: This special parry and dodge bonus does not apply to energy blasts, like magical fire balls, lightning, and dragon's breath.

Armour & Archers:

Long bowmen can wear any type of armor, light or heavy, but most prefer studded leather, chain mail, plate and leather, or plate and chain. Light to medium weight armor offers them the best mobility and the least restriction of movement, necessary for accuracy and speed.

The Archer O.C.C.

Attribute Requirements: P.S. 10 and P.P 12 or higher.
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Bonus: Bonuses: +1 to pull punch, and + 1 to save vs horror factor at levels 1,3,7, l0 and 13.
O.C.C. Skills:

    Athletics
    Languages: Native Tongue at 98% plus one of choice (+10%)
    Bowyer/Fletcher(+20%)
    Sniper
    Wilderness Survival (+10%)
    W.P. All Bow Types
    W.P. Targeting
    W.P. One of choice
    Hand to Hand: Basic (Hand to hand: basic can be changed to hand to hand: expert for the cost of one "other" skill, or to martial arts or assassin (if evil) for the cost of two "other" skills.)

O.C.C. Related Skills: Select eight other skills at level one, plus 1 per level starting at level 2. All new skills start at Level. One proficiency

    Communications: Sign language only (+5%).
    Domestic: Any.
    Espionage: Any (+5%).
    Horsemanship: General or Exotic only (+5%).
    Labour: Any.
    Medical: First Aid only (+5%).
    Military: Any (+10%).
    Naval: Any.
    Performing Arts: Any.
    Physical: Any, except Acrobatics.
    Rogue: Any.
    Science: Mathematics only.
    Scholar/Technical: Any (+5%).
    Weapon Proficiencies: Any.
    Wilderness: Any.

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Two sets of clothing, hooded cape or cloak, boots, a pair of gloves, belt, bedroll, backpack, one large sack, two small sacks, a quiver for arrows, sharpening stone, a water skin,

Armour: Starts with a suit of studded leather (A.R. 13,38 S.D.C.).

Weapons: Starts with a knife, long bow, quiver with 32 long bow arrows, and one other weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and other items must be acquired later.

Experiance and Combat Table:
LevelExperienceHand to Hand: Archer
10-2,4002 Attacks per melee,+2 roll, disarm: 19-20
22,401-4,800+1 to Damage
34,801-9,600 +2 Dodge
49,601-17,000+2 Parry
517,001-25,000 Kick attack: 1D6 damage
625,001-35,000 Critial Strike with Bow 17-20
735,001-47,000 +1 additional attack per melee
847,001-67,000+1 to damage
967,001-92,000 +2 Parry/Dodge
1092,001-130,000 +1 damage
11130,001-167,000 +1 additional attack per melee
12167,001-225,000 Deathblow 18-20
13225,001-295,000 +1 damage/parry/dodge
14295,001-365,000 +2 Strike
15365,001-430,000 +1 attack/melee

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