Archer:
Prerequisite: Trade-Skill, "Bower / Fletcher"
Explanation:
Master of the bow. A bow in the hands of a skilled Archer causes fear in the hearts of the enemy.
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Anchorshot:
Prerequisite: Piercing-tipped, weighted arrow.
Explanation:
Arrow imbeds into a solid surface to be used as a climbing objects, or to anchor a rope for use in sliding from one point to another.
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Archer Fletching:
Prerequesite: Kit: Archer's
Kit: Fletching
Trade-Skill, "Bower / Fletcher"
Barbed | As explained in the Weapons Book. | Prerequisite: Hunting |
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Blunt | Blunt damage arrowhead | Used for certain Archer abilities, such as "Stun" and "Knockout". |
Granite | Basic, stone-crafted arrowhead. | This type of arrowhead can be crafted from stone when no arrowheads are available. |
Hook | Grapplinghook arrowhead. | Used as a tool for climbing. |
Hunting | As explained in the Weapons Book. | ---------------------------------------------------- |
Jagged | + 1-D6 damage. | Prerequisite: Jagged arrowhead must be crafted from a Serrated arrowhead. |
Needle | Armor penetration. | Penetrates the the special ability of armoring to turn needle attacks. |
Obsidian | Advanced, stone-crafted arrowhead. | Prerequisite: Granite |
Piercing | Causes bonus damage vs. Banded, Splinted and Plated armoring (as well as wood and steel shields). | This type of arrow can penetrate into stone as well as metal and wood, causing x2 damage if attached to a weighted shaft. Prerequisite: Jagged |
Quill | Increased Armor penetration. | Prerequisite: Needle |
Serrated | + 1-D6 damage. | Prerequisite: Jagged arrowhead must be crafted from a Sharpened arrowhead. |
Sharpened | + 1-D6 damage. | Prerequisite: Hunting-tipped arrowhead must be crafted from a Serrated arrowhead. |
Target | As explained in the Weapons Book. | ---------------------------------------------------- |
Weighted | Heavy arrowhead. | + 1-D10 damage, but decreased range. |
Feathered |
Create a shaft that can be lined with multiple fletchings. |
Increase the chance to hit a certain area of the body.
Prerequisite: Fletching Skill: 60+ |
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Hollowshaft |
Flight path accuracy. |
This shaft is commonly used to hide messages within it. |
Injection Shaft |
Injection shaft. |
Upon impact, injects the target with what is within the hollow of the shaft. |
Planed |
Varried flight path. |
Manipulates the flight path of the arrow when shot. |
Short |
Shortened arrow-shaft. |
Used with the ability, "Point-blank Shot". |
Splinter |
Create a shaft that shatters on impact, causing the equivelent of Throwing Dart Damage. |
Used mainly for war, causing larger amounts of damage. |
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Arrow-Snatch 1:
Prerequisite: Archer ability, "Quickshot".
Defensive Stance: This means the archer must state (on his or her offensive turn)
he or she will be taking a defensive stance, thus saving the
extra action for his or her defensive turn (in case Arrow-Snatch
can be used).
Divine Favor, "Spirit of Battle".
Explanation:
Archer can catch and return one single arrow shot at him or her (in the same round). This ability will not allow more than one arrow to be returned in a single round.
Maximum arrows returned in a single defensive turn: 1
Note:
Arrow-Snatch can be used to return more arrows if an ability, power, or spell effect can grant you more actions.
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Arrow-Snatch 2:
Prerequisite: Archer ability, "Quickshot".
Defensive Stance: This means the archer must state (on his or her offensive turn)
he or she will be taking a defensive stance, thus saving both extra actions for his or her defensive turn (in case Arrow-Snatch
can be used).
Divine Favor, "Spirit of War".
Explanation:
Archer can catch and return up to two arrows shot at him or her (in the same round). This ability will not allow more than two arrows to be returned in a single round.
Maximum arrows returned in a single defensive turn: 2
Note:
Arrow-Snatch can be used to return more arrows if an ability, power, or spell effect can grant you more actions.
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Beed 1:
Explanation:
+15 to strike per turn while holding a beed on your target.
Maximum bonus to hit: +15
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Beed 2:
Prerequisite: "Beed 1"
Explanation:
+15 to strike per turn while holding a beed on your target.
Maximum bonus to hit: +30
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Beed 3:
Prerequisite: "Beed 2"
Explanation:
+15 to strike per turn while holding a beed on your target.
Maximum bonus to hit: +45
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Blind-Shot:
Explanation:
Negates the -60 when shooting an arrow while blinded.
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Double-Fletching:
Explanation:
Increases arrow flight range.
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Double-Shot:
Prerequesite: Planed, feathered shaft.
Explanation:
Shoot two arrows, possibly striking two seperate targets in the same shot. Targets must be a minimum distance of 4 spaces (20') for this type of shot to be possible.
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Double-Tipped:
Explanation:
Bonus damage.
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Focus Shot:
Pistol-Crossbow Focuses:
Blind-Shot
Damage Enhancement
Multi-Shot
Piercing Shot
Pinpoint Shot: Decreases the pentalty to strike a certain area of the target by
1 per 3 levels advanced.
Point-Blank Shot
Quick-Draw
Range Enhancement
Rapid-Fire
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Knockout:
Prerequisite: Blunt-tipped, weighted arrow.
"Stunshot".
Explanation:
Maximum-strike cause targeted creature to be possibly knocked unconscious.
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Longshot:
Explanation:
Archer will have a +1 to his or her offensive roll per incuring/stacking/cumulative penalty.
Prerequesite: Longbow
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Pierce:
Explanation:
+1-D6 damage using hurled missile weapons per 5 levels advanced.
Note:
If not fully trained in a certain weapon, this ability will not work.
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Pin:
Explanation:
Strike targets clothing, pinning target to a surface unharmed.
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Point-blank Shot:
Prerequesite: Recurve and Shortbow only.
Can only be acomplished using a "Short" arrow-shaft.
Explanation:
Archer can shoot a foe in an adjacent space (a space connected directly to the one he or she is standing within).
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Pseudo-kill:
Prerequesite: None at present.
Explanation:
Archer can shoot an arrow, landing the tip in the least damaging area on the target's physical body. The target of this type of shot must (of course) play the part of the one being shot.
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Quad-Shot:
Prerequesite: Planed, feathered shaft.
Triple-Shot
Explanation:
Shoot four arrows, possibly striking four seperate targets in the same shot. Targets must be a minimum distance of 6 spaces (30') for this type of shot to be possible.
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Quickshot:
Prerequesite: Only works with a shortbow
Explanation:
Target must win initiative with Archer, or suffer a penalty to evade.
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Rain of Arrows:
Explanation:
Shoot up to 20 arrows high into the sky to rain down upon an area, striking random spaces.
Prepare time: 3 turns (15 seconds).
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Rapid-Fire:
Explanation: +1 to +5 shots per turn.
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Stunshot:
Prerequisite: Blunt-tipped arrow.
Explanation:
Causes a stunning effect on the target.
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Swift-Shot:
Explanation:
The normal bonus to strike is +30 with a hurled weapon. This ability, give the Archer a +40.
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Triple-Shot:
Prerequesite: Planed, feathered shaft.
Double-Shot
Explanation:
Shoot three arrows, possibly striking three seperate targets in the same shot. Targets must be a minimum distance of 5 spaces (25') for this type of shot to be possible.
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Tripshot:
Prerequesite: Planed, feathered shaft.
Double-Shot
Explanation:
Trip a moving target with a precise arrow-shot. This is a no-damage shot.